WoW Forever Professions: The Full Roster
Forever keeps the 12 trades Classic players know and builds new systems around them: camps in the open world, Legacy points, a trade faction that pays for crates, and a First Aid that brews healing potions. Here is the roster, every change that matters, and the right pick for how you play.
The roster: all 12 professions
Forever has 9 primary professions, 6 that craft and 3 that gather, plus 3 secondary ones that sit outside the slot limit.
| Profession | Type | Makes or collects | Usual partner |
|---|---|---|---|
| Alchemy | Crafting | Elixirs, flasks, oils, transmutes and the potions First Aid did not take | Herbalism |
| Blacksmithing | Crafting | Weapons, mail and plate, sharpening stones, skeleton keys | Mining |
| Enchanting | Crafting | Enchants on gear, now including necklaces; wands and rods; disenchanting | Tailoring |
| Engineering | Crafting | Explosives, ammunition, scopes, goggles, gadgets | Mining |
| Leatherworking | Crafting | Leather and mail armor, armor kits, quivers, bags | Skinning |
| Tailoring | Crafting | Cloth armor, bags including reagent bags, shirts | Enchanting |
| Herbalism | Gathering | Herbs, seeds and scarce dye reagents | Alchemy |
| Mining | Gathering | Ore, stone, gems and scarce reagents; smelting into bars | Blacksmithing or Engineering |
| Skinning | Gathering | Leather, hides, scales and pristine materials | Leatherworking |
| Cooking | Secondary | Food with stats and bonus kill experience; campfires | Fishing |
| First Aid | Secondary | Bandages, healing potions, poultices, tourniquets, anti-venom | Herbalism |
| Fishing | Secondary | Fish for Cooking and oils, plus chests from pools | Cooking |
No thirteenth trade comes with the launch: nothing Blizzard has announced adds Jewelcrafting or Inscription.
Slots, ranks and level gates
You get 2 primary slots plus all 3 secondary professions, 5 in total. The first slot often fills itself. Around level 3 or 4, a quest in your starting area offers 3 manuals: Mining for Dummies, Wild Harvest for Herbalism, and Pelt Collecting for Beginners for Skinning. With a slot free, the manual trains the profession on the spot and adds a couple of skill points. A crafting trade still means a walk to a trainer.
Each rank raises your skill cap and asks for a minimum character level. Gathering ranks open sooner, so you can keep harvesting the zones you level through. A fresh character cannot finish a crafting profession, since Artisan waits for level 35.
| Rank | Skill cap | Skill to train | Level, crafting | Level, gathering |
|---|---|---|---|---|
| Apprentice | 75 | — | — | — |
| Journeyman | 150 | 50 | 10 | — |
| Expert | 225 | 125 | 20 | 10 |
| Artisan | 300 | 200 | 35 | 25 |
First Aid takes its own road: Expert comes from a book and Artisan from the Triage quest at level 35, where you save 15 patients before 6 of them die. A primary profession can be dropped at any time, but its skill and recipes go with it. Secondary professions cannot be unlearned.
What changed from Classic
The core rules stayed put: a recipe takes a fixed list of materials and always makes the same item. Wowhead's breakdown is explicit that the Dragonflight overhaul is not part of Forever, so there are no quality tiers and no order window. What changed is everything built around that core.
Over 600 new recipes, many of them hunted
Blizzard added more than 600 recipes across every profession and level range, and reworked many old ones so a crafted piece is worth wearing on the way to 60. Plenty never appear at a trainer: the stronger camp objects come from Blueprints that dungeon bosses drop, some Blacksmithing and Leatherworking plans are random dungeon drops, and the trade faction sells its own list. Much of the new armor binds on pickup, which makes it gear for the crafter, not stock for the auction house.
First Aid took the healing potions
All 6 standard healing potions moved from Alchemy to First Aid, from Minor at skill 1 to Major at 275, so every character can brew their own without spending a primary slot. They still run on herbs: a Minor Healing Potion takes a Peacebloom, an Empty Vial and Mild Spices. First Aid also gained remedies. Anti-venom clears poisons in combat; poultices clear diseases and tourniquets stop bleeds, both out of combat only.
Food that speeds up leveling
Most cooked food now grants Well Fed with a stat bonus plus 5% more experience from kills, though not from quests. Eat for 10 seconds for the buff to land; most last 15 minutes. Cooking stops being a raid-night chore and becomes something you use from level 1.
New materials at both ends
Gathering now turns up scarce reagents next to the usual loot, and the new recipes call for them:
- Mining: Pyrite, Bauxite and Pitchblende. Pitchblende smelts with Coal into the new Azerothium Bar at Mining 275.
- Herbalism: Frilled Lichen, Rosecap and Stranglevine, which alchemists turn into dyes for other trades.
- Skinning: Pristine Leather, Pristine Hide and Pristine Scale, used in new armor and bags.
The endgame adds its own tier: Heavy Thorium Bar, smelted at a Molten Foundry; Legionite Bar, which alchemists transmute from it; the herbs Marefoil, Demonsage and Death Lotus; and Fel Leather and Fel Hide. Where these are gathered has not been published.
A trade faction that pays for crates
The supply system from Season of Discovery returns under new names: the Azeroth Commerce Authority at Three Corners in Redridge Mountains for the Alliance, and Durotar Supply and Logistics in the Barrens for the Horde. Waylaid Crates drop in the open world and ask for 1 bundle of materials, such as 40 Linen Cloth at the lowest tier. A filled crate pays Merchant's Favor, the currency their recipe vendors take, while reputation comes from Craftsman's Writs. Both crates and writs trade on the auction house. Each crafting trade also has a certification at skill 300 that unlocks an account-wide title.
A modern window on old rules
The profession window looks closer to modern WoW than to Classic. You can filter recipes, pin one to your objectives with its shopping list, and link your whole profession in chat. Reagent bags get a slot of their own next to the usual 5.
What went back to Classic
For the first 2 weeks of testing, every skinner in a group could skin the same corpse; since October 1 a creature can again be skinned only once. Professions also carry no passive bonuses. Early lists of them, such as extra health for miners, were never confirmed.
Confirmed
- 9 primary and 3 secondary professions, 2 primary slots
- A free gathering manual from a starting-zone quest
- 600+ new recipes and Blueprints from dungeon bosses
- Healing potions made through First Aid
- Food with stats and 5% bonus kill experience
- Legacy points at 150, 225 and 300 in crafting trades
Not announced
- Any crafting order system
- Jewelcrafting, Inscription or another new trade
- Where the new endgame ores, herbs and leathers are found
- Drop rates for Blueprints and dungeon recipes
- Whether Bountiful Harvest's 20% counts per rank or for all 5
Profession changes made before launch
Blizzard kept adjusting professions in the test builds right up to the last development notes before launch. These are the changes that touch crafting and gathering, in order.
BlizzCon Deep Dive: more than 600 new recipes, camps with profession objects, Blueprint recipes from dungeon bosses, and food that grants stats and bonus experience.
Tauren Cultivation gets a level requirement for each herb, and crafting no longer cancels a pending campfire buff.
Skinning goes back to one skin per corpse. Some Blacksmithing and Leatherworking dungeon-drop recipes go live, starter zones get fewer Poor Copper Veins, and crafted common and uncommon wands sell to vendors for 1 copper.
Wands and other Enchanting products get new vendor prices, set item by item.
Many crafted items lose vendor value. Cultivation's cooldown drops from 60 to 15 minutes, Find Treasure starts turning up extra items in chests, and the Bartering perk stops discounting training and repairs.
Forever opens on November 4, 2026 at 3:00 p.m. PST.
New raids unlock: The Barrow Deeps for 10 players and Hyjal Summit for 20.
What each trade adds to a camp
Camping opens around level 5 with a quest called The Great Outdoors. Cooking makes the fire: a Basic Campfire holds 3 objects, the Journeyman Campfire at Cooking 90 holds 5, and the Expert Campfire at 200 holds 10. Each player places 1 object, all objects share a 1-hour cooldown, and anyone who sits or crafts by the fire for 1 minute gets every buff, profession or not.
Every profession has 3 objects: the first at skill 20, the next 2 at 140 and 300 from Blueprints, each keeping the buff of the one it replaces. Camp buffs copy class buffs and do not stack with them, so a Fish Bowl adds nothing on top of Blessing of Kings.
| Profession | Skill 20 | Skill 140 | Skill 300 |
|---|---|---|---|
| Alchemy | Mana Well: mana regeneration | Fermenter: makes certain reagents | Alchemy Laboratory: lab recipes |
| Blacksmithing | Sharpening Wheel: Strength | Anvil you can work on | Master Forge: forge recipes |
| Enchanting | Enchanted Lute: armor, stats, resistances | Arcane Salvager: better disenchants | Arcane Forge |
| Engineering | Reagent Bot: sells reagents | Repair Bot: reagents and repairs | Anarchist's Workbench |
| Leatherworking | Camp Tent: rested XP up to 5% of a level | Tanning Rack: makes certain reagents | Sewing Machine |
| Tailoring | Faction Banner: Spirit | Spinning Wheel: makes certain reagents | Loom |
| Herbalism | Incense Candle: Intellect | Greenhouse: grows herbs from seeds | Seed Hybridizer: rarer seeds |
| Mining | Lodestone: melee attack power | Rock Garden: grows a mining node | Molten Foundry: smelts Heavy Thorium |
| Skinning | Camp Chair: 2% critical strike | Field Guide: Track Beasts | Trapper's Workbench: 1 trap |
| First Aid | First Aid Kit: Stamina | Toxin Study: potions, anti-venom | Plague Doctor's Laboratory |
| Fishing | Fish Bowl: 8% stats | Fishing Rack: uncommon fish for 1 hour | Fishing Hut: rare fish for 1 hour |
Engineering is the only trade with no buff to give; its objects are services. Cooking adds Cookie's Feast at 140 and an Iron Oven for its top recipes at 300. For a farmer the useful ones are the Repair Bot, which saves a ride to town, and the growers, which produce while you stand still. Blizzard has not said how much a Greenhouse or a Rock Garden yields.
Legacy points and the Professions tree
Legacy is Forever's account-wide progression. Challenges earn points, every character shares the total, and each one spends it in its own trees: Professions, Adventure and Resourcefulness. At launch a character can spend up to 16 points; the account can earn up to 65.
Professions feed it in one place only. The first time anyone on your account reaches 150, 225 and 300 in a crafting profession, you get 1 point for each. Across 6 crafting trades that is 18 points, more than a quarter of everything on offer. Herbalism, Mining, Skinning and the secondary trades earn none.
| Professions perk | What it does |
|---|---|
| Working Overtime | 4% better odds of a skill-up, class tradeskills included |
| Bountiful Harvest | 20% more Scarce materials from Mining, Herbalism and Skinning |
| Master Chef | 10% chance of an extra item from a Cooking recipe |
| Luremaster | 25% chance of an extra fish while a lure is active |
| Performance Bonus | 5% chance of double Merchant's Favor for a crate |
| Bartering | 5% off vendor goods; training and repairs excluded since October 15 |
| Dedicated Study | +1 skill to your lowest profession every 23 hours; 2 to 4 Elemental Essences once all 5 sit at 300 |
The catch: Bountiful Harvest, the perk made for gatherers, is bought with points gathering never earns, so a double gatherer funds it with class levels, dungeons, PvP or a crafting trade on another character. The upside: a crafting profession taken to 300 once pays the whole account, and every later alt starts with those 3 points banked.
Hardcore works one way. Points earned there can be spent on the other rulesets, but points from Normal, PvP and Roleplay cannot be spent in Hardcore. Spent points can be reset at your class trainer for a small fee.
The best profession for your goal
There is no single best profession, and no honest gold-per-hour table can exist before the live economy settles. What you can judge today is fit: pick your main goal, take the pair from the table, and add the 3 secondary trades, which cost no slot.
| Goal | Primary pair | Why it fits |
|---|---|---|
| Gold from day 1 | Herbalism with Mining or Skinning | Raw goods sell from the first node, and herbs now have 2 sets of buyers |
| Fast leveling | The crafting trade for your armor type, plus its gatherer | Bind-on-pickup upgrades only you can make, fed by your own route |
| Raiding at 60 | Alchemy and Herbalism | Flasks and elixirs get used up every raid night |
| PvP | Engineering and Mining | Explosives and gadgets that only an engineer can use |
| Hardcore | Alchemy and Herbalism, with First Aid at 300 | Potions, cures and elixirs keep a single life going |
| Legacy points | 2 crafting trades, rotated across alts | 3 points per trade taken to 300, shared by the account |
For gold
Gathering pays first, and it costs nothing to learn. Herbalism has the strongest case at launch: alchemists still want herbs, and now so does every player leveling First Aid. The Icy Veins route to First Aid 150 burns about 180 low-level herbs per character. Skinning lost the group bonus it had in testing, so parties will not flood the market with leather. Mining supplies 2 crafting trades, and its scarce Pitchblende becomes a brand-new bar at the top. Routes, timing and selling habits are covered on our gold farming page.
For leveling
Craft your own armor type: many new recipes make bind-on-pickup pieces nobody else can hand you, such as Sentinel's Sabatons for blacksmiths or Wisdom's Leather Boots for leatherworkers. Cooking adds 5% kill experience at no slot cost, and a leatherworker's Camp Tent banks rested experience for the whole fire.
For raiding
New raids unlock on December 9, and every roster will want flasks and elixirs on the same nights; those still belong to Alchemy. Enchanters sell a service rather than stock, since each new weapon or necklace needs a fresh enchant, and necklace enchants are new in Forever.
For PvP
Engineering stays the PvP trade: explosives and gadgets only engineers may use, plus bind-on-pickup trinkets such as the Emergency Field Cloak, which makes you briefly invisible. Mining keeps it supplied with bars, and First Aid adds potions and an anti-venom that works mid-fight. On the PvP ruleset gold drains into potions and repairs, which is what our PvP bracket page is built around.
For Hardcore
Hardcore opens after the main launch, and with one life, staying alive beats income. Take First Aid to 300 early for your own potions, bandages and cures; Alchemy and Herbalism add elixirs and the potions First Aid does not cover. A Hardcore crafter at 300 also earns Legacy points your other characters can spend. What gold buys on that ruleset is on the Hardcore page.
Pairs that work
| Pair | Good for | What you get |
|---|---|---|
| Herbalism + Alchemy | Casters, raiders, Hardcore | Your own flasks, elixirs and oils, plus a Mana Well at camp |
| Mining + Blacksmithing | Warriors, paladins | Plate and weapons for yourself, sharpening stones, skeleton keys |
| Mining + Engineering | PvP players, hunters | Ammunition, explosives, gadgets and the Repair Bot |
| Skinning + Leatherworking | Rogues, druids, hunters, shamans | Leather and mail sets, armor kits and the Camp Tent |
| Tailoring + Enchanting | Mages, priests, warlocks | Disenchant what you sew; bags and enchants to sell |
| Herbalism + Mining | Pure gold | The 2 raw materials most crafters buy |
| Herbalism + Skinning | Gold while questing | Herbs and hides from the same zones you level in |
| Cooking, First Aid, Fishing | Everyone | No slot cost: food, potions and bandages of your own |
Tailoring is the one crafting trade without a gatherer: cloth drops from humanoids and chests, so Enchanting usually takes the second slot and lives off disenchanted crafts.
Gathering or crafting?
The 2 halves of the system reward different things, and Forever made the gap wider.
| Gathering | Crafting | |
|---|---|---|
| Getting started | Free manual at level 3 or 4 | A trainer visit and materials before the first sale |
| Artisan needs level | 25 | 35 |
| Income | From the first node | Later, once your recipes are worth buying |
| Legacy points | None | 3 per trade at 300 |
| Extras | Scarce materials, Bountiful Harvest | Bind-on-pickup gear, camp stations, a title at 300 |
| Vendor fallback | Raw goods keep their buyers | Many crafted items lost vendor value on October 15 |
For most characters the answer is 1 of each: the gatherer pays for the crafter's skill-ups, and the crafter brings in Legacy points and gear. 2 gatherers make sense when gold is the only goal or your other characters already craft; 2 crafters suit an alt fed from your main. If the gold is meant for riding training, our mounts page lists what each step costs.
Leveling a profession
Recipe and node colors still show your odds. Orange always gives a point unless you are at your cap, yellow usually does, green now and then, gray never. Train the next rank before you reach the cap, or your crafts stop counting.
- A crafter cannot pass 225 before level 35, so time the big pushes to your character level.
- Many recipes need an anvil, a forge or a lab; a camp object at skill 300 brings that station into the field.
- Do not lean on vendors. After the cuts to crafted wands and many other crafted items, selling skill-up products to an NPC no longer covers the cost.
- Working Overtime raises your odds of a skill-up, and Dedicated Study adds a point to your lowest profession every 23 hours.
- From the Deadmines, Smelting Pants cut smelting time for copper, tin, bronze and silver by 25%, and Cookie's Stirring Rod speeds Cooking by 25%.
- A +5 Herbalism or Mining bonus from gloves or an enchant opens a node 5 points early.
Racials that touch professions
- Tauren, Cultivation: lets you pick herbs without Herbalism. Since October 15 the cooldown is 15 minutes. Each herb needs a character level equal to its Herbalism requirement divided by 5, and herbs above 300 skill need level 60.
- Dwarf, Find Treasure: now also has a chance to find extra items in most chests.
- Gnome, Engineering Specialization: makes engineering devices more reliable.
Questions
How many professions can you learn in WoW Forever?
5 per character: 2 primary professions out of the 9 on offer, plus all 3 secondary ones, Cooking, First Aid and Fishing. A free manual from a starting-zone quest can fill your first primary slot by level 4.
What is the best profession in WoW Forever?
It depends on the goal. For early gold, a gathering pair, with Herbalism as the strongest single pick because herbs now feed both Alchemy and First Aid. For raiding, Alchemy. For PvP, Engineering. For leveling, the crafting trade that makes your own armor type. Add all 3 secondary trades either way.
What are the biggest profession changes in WoW Forever?
Camps with profession objects, Legacy points for crafting, healing potions in First Aid, food with bonus kill experience, scarce gathering materials, and a supply-crate faction with its own recipes. The crafting rules underneath are Classic's.
Are there new professions in WoW Forever?
No. The roster is the Classic one: 9 primary and 3 secondary trades, with no Jewelcrafting or Inscription announced. Mages get Comprehension, a class-only skill for reading scrolls, but it sits outside the profession slots.
Do gathering professions give Legacy points?
No. The Legacy challenge list pays only the 6 crafting professions, 1 point each at 150, 225 and 300, the first time anyone on your account gets there. Herbalism, Mining, Skinning and the secondary trades are not on it.
Does WoW Forever have crafting orders?
None have been announced. Forever keeps the Classic crafting rules, so a commission still runs through trade chat or your guild and ends in a face-to-face trade.
Can I switch professions later?
A primary one, yes, at any time, but unlearning deletes the skill and every recipe, and you start again at 1. Secondary professions cannot be unlearned, which matters little, since they never block a slot.
Sources
- 600+ recipes, camps, Blueprints, food, Legacy spending limits — Blizzard, World of Warcraft: Forever Deep Dive panel recap.
- Launch time, raids unlocking on December 9, raid sizes, Hardcore after launch — Blizzard, What's Next panel recap.
- Skinning, wands, vendor prices, Cultivation, Find Treasure, Bartering, Legacy resets, campfire fixes — Blizzard, development notes on the official forum, September 24 to October 15.
- Classic crafting rules, the starting-zone gathering manuals, Legacy points at 150, 225 and 300 — Wowhead, Changes and Additions to Professions, September 18.
- Camp objects by profession, campfire tiers, The Great Outdoors — Wowhead, Camping Overview.
- Legacy challenges, Professions perks, the Hardcore rule — Wowhead, Legacy System Overview, updated October 20.
- The roster, rank and level gates, bind-on-pickup examples — Icy Veins, Profession Guide.
- Healing potions and their skill levels, remedies, the leveling route, Triage — Icy Veins, First Aid Guide.
- Scarce and endgame materials, Deadmines tools, skill boosts, food buffs — Icy Veins guides to Mining, Herbalism, Skinning and Cooking.
- Manual names, the profession window, the reagent bag slot, unlearning — Warcraft Tavern, Professions Overview; Bartering — Legacy System Overview.
- The trade factions and Merchant's Favor — Warcraft Tavern, Waylaid Supplies factions spotted in Forever; crates, writs and bind-on-pickup recipes — wow-professions.com.
- Certification titles at skill 300 — Gamer Guides; the mage Comprehension skill — Method.