All twelve, ranked and routed

Levelling Every Profession

What each profession is actually for in Forever, the material spine that takes it from 1 to 300, and — the part that saves the most time — exactly where the auction house does the work for you, and where it cannot.

On this page 6 sections

Source tiers

  • Official or client data
  • Verbatim reporting, hands-on
  • Provisional or placeholder
  • Our analysis

How we source

Prices: the costed figures on this page are from the 25 September recipe snapshot and that day's beta auction-house scan. For the latest, use the Market's profession pages and the Recipe Database: 2,492 recipes, all twelve professions. The Market still holds the beta's prices (last scan 20 October); launch realms start empty, so there are no launch prices yet.

Read this before you trust a single number below

For a recipe-by-recipe route, use the profession guides (24 October): one per profession, computed from the game client’s own recipe tables, with every recipe’s source, materials and cost — Alchemy · Blacksmithing · Enchanting · Engineering · Leatherworking · Tailoring · Herbalism · Mining · Skinning · Cooking · First Aid · Fishing. This page, written before those, stays the overview: Forever added over 600 new recipes and overhauled many existing ones, so the bands below are Classic’s.

What does not move is the material spine — which raw material carries which skill band. That is set by the zones and the mob tables, and Forever did not rebuild those. So the routes below are Classic 1.12 baselines, stated as bands rather than recipe lists, and the quantities are approximate. Treat them as a shopping plan, not a script. Where Forever is known to have changed something, it is marked.

Ranked for a character starting out Source tier D — our analysis: D

Ordered by value to a levelling character, not to a level 60. Three things carry the weight in Forever that did not in Classic: the camp object at skill 20, the fact that the six crafting primaries pay Legacy Points at 150, 225 and 300, and what the thing actually sells for in a young economy.

ProfessionSlotCamp object at 20Cost to levelVerdict
First AidSecondaryFirst Aid Kit — +StaminaFreeTake it. Everyone. Now makes Healing Potions, and bandages are the biggest downtime cut in the game.
CookingSecondaryThe campfire itselfFreeTake it. Everyone. Food now grants +5% experience, and Cooking gates how many objects a camp holds.
FishingSecondaryFish Bowl — +8% all statsFree, but slowTake it to 20 at minimum. The best camp buff in the game sits at skill 20 on a profession that costs you no slot.
SkinningPrimaryCamp Chair — +2% critNear zeroBest first primary. Skills up off corpses you were making anyway. Second-best camp object in the game. Pays no Legacy Points.
MiningPrimaryLodestone — +Attack PowerTime onlyBest income at low level, and the only gathering skill you can level from the auction house. Tier 2 spawns ore nodes.
HerbalismPrimaryIncense Candle — +IntellectTime onlyBest income alongside Mining. ⚠️ Camp buff is dead if anyone brings Arcane Intellect. Tier 2 grows herbs.
TailoringPrimaryFaction Banner — +SpiritLowBest craft for a levelling character — needs no gatherer, makes bags, feeds an enchanter.
EnchantingPrimaryEnchanted Lute — Armor, stats, resistancesHighBest long-term money, worst early cashflow. Its materials are the largest value pool on the auction house.
AlchemyPrimaryMana Well — Mana regenerationMediumWeakened early, strong later. 🔴 Lost Healing Potions to First Aid. Gained 29 new recipes including thrown AoE and DoT potions.
LeatherworkingPrimaryCamp Tent — Rested XP to 5% of a levelMediumSituational. Only camp object that touches experience directly. Gear is for leather and mail wearers only.
BlacksmithingPrimarySharpening Wheel — +StrengthHighNeeds Mining beside it. The tier-2 field Anvil is genuinely useful. Gear-focused, poor margins.
EngineeringPrimaryReagent Bot — a vendor at campHighestWorst money in the game, most fun in the game. A vendor in the field is a real quality-of-life win — sell junk without walking back.
Each crafting profession is worth three Legacy Points — gathering and secondaries pay none

Corrected 9 October. You earn one Legacy Point the first time you take a non-gathering primary profession — Alchemy, Blacksmithing, Enchanting, Engineering, Leatherworking or Tailoring — to 150, 225 and 300. Six crafts × three is 18 points of the 65 Blizzard has published, not the 36 early reporting gave by counting all twelve. Mining, Herbalism, Skinning and the three secondaries pay nothing. The points are account-wide and each profession pays once per account, so a craft you level on an alt counts — and a second character in the same craft earns nothing extra. That still reframes the question from “which two” to “which crafts, spread across which characters”. Source tier A — official Blizzard or live client data: A Legacy System →

What each profession actually costs and returns Source tier A — official Blizzard or live client data: A

Real numbers, not rules of thumb — the 25 September snapshot

Every figure below comes from 905 recipes read out of the live Forever client (reagents and quantities, not guesswork) costed against an Auctionator full scan of 25 September 2026. Margins are net of the 5% auction cut. 417 of the 905 could be fully costed — the rest have at least one reagent nobody is currently selling, and are excluded rather than treated as free. That was the 25 September recipe snapshot; the current set is the Recipe Database: 2,492 recipes, all twelve professions, costed at the Market's beta prices.

Corrected 9 October — two things about these numbers

The 25 September costing priced a Bolt of Linen at three Linen; the client recipe is two Linen → one Bolt, so any figure below that runs through linen bolts overstates its material cost. And the scan is from the level-20 phase of the beta; the cap has been 30 since 1 October and nothing has been re-costed since. Wand and Minor Wizard Oil vendor values also changed twice (cut to 1 copper on 1 October, partly restored on 8 October). Source tier A — official Blizzard or live client data: A

🔴 The best crafting margin in the game is on a secondary profession

Forever moved Healing Potions from Alchemy to First Aid — and First Aid is a secondary, so every character can have it, alongside two primaries, at no opportunity cost.

RecipeMaterialsSells forProfitReturn
Superior Healing Potion8s 0c29s 86c20s 37c254%
Greater Healing Potion7s 63c28s 80c19s 73c258%
Strong Anti-Venom3s 0c5s 0c1s 75c58%

For comparison, the best primary-profession margin found was Tailoring's Phoenix Pants at 34% and Red Woolen Boots at 76%. Nothing in Tailoring or Enchanting comes close to 250%. ⚠️ Check listing depth before committing — a high percentage on a market with four listings is a number, not an income.

ProfessionCostable recipesWith a live sale priceOf those, losing moneyBest margin found
Tailoring1886339Phoenix Pants — 1g 59s (34%)
Cooking944122Sagefish Delight — 6s 33c (199%)
First Aid201512Superior Healing Potion — 20s 37c (254%)
Enchanting11386Minor Mana Oil — 1s 43c (8%)
Fishing221Fishing Rack — 87s 52c, but on 1 listing
Two things this table says that the rankings above do not

Enchanting has almost nothing to sell. Only 8 of 113 costable recipes produce something that can be listed at all — enchants apply to items, they are not goods — and six of those eight lose money. Lesser Wizard Oil costs 2g 80s in materials and sells for 89s. Enchanting's income is disenchanting and selling raw materials, which is exactly what this page's ranking says; the costed data is the proof rather than the assertion.

🔴 Nearly two thirds of everything sellable loses money at current prices. Only 49 of 129 sellable recipes turn a profit; 80 do not. Crafting to sell is the exception, not the rule — most recipes exist to level the skill or to equip you, and treating a recipe list as a shopping list is how people go broke levelling a craft.

⚠️ Beta prices, and they will not survive. The beta auction house closed on 23 October; launch on 4 November starts empty. What transfers is the shape — First Aid holding the healing-potion market, Enchanting having nothing to list, most recipes being unprofitable to sell — not any individual number. Every recipe in this client reports skillUps = 1, so cost per skill-up is simply the material cost. Latest beta prices (to 20 October): Market › Professions.

The auction-house rule, stated once Source tier B — verbatim reporting or hands-on testing: B

Three categories, and people get the third one wrong constantly
CategoryRuleExamples
Buy without thinkingBulk raw materials for a craft you are levelling. Your time is worth more than the silver, and skilling up is not the same activity as farming.Cloth, ore, leather, herbs, disenchant fodder
Never buyAnything a vendor sells. These get listed at 2–13× markup and people buy them because they are in the crafting window.Thread, dyes, vials, Maple Seed, most cooking spices
Cannot buySkinning, Herbalism and Fishing cannot be levelled from the auction house at all. There is no way to skin a purchased hide. Mining is the partial exception — smelting bought ore into bars gives skill-ups up to roughly 185 (copper to gold; the higher smelts give none), so Mining is the one gathering profession you can partly level indoors.—

Before you buy materials, price the finished item. The beta board had nine Wool Cloth costing more than the Woolen Bag they make. In a young economy raw materials routinely sell for more than the things crafted from them, because everyone is levelling a craft and nobody is farming. Worked margins →

The three secondaries — take all of them Source tier A — official Blizzard or live client data: A

Beta prices on the Market: First Aid · Cooking · Fishing.

First Aid

What changed: 🔴 Healing Potions moved here from Alchemy. Minor at skill 1, Lesser at 55, Healing at 110, then Greater (155), Superior (215) and Major (275) from manuals. New Anti-Disease and Anti-Bleed curatives join Anti-Venom. The potions now want Cooking reagents — Mild and Hot Spices — alongside herbs and vials, which ties the two secondaries together.

The spine: Linen bandages carry you to roughly 80, Wool to 150, Silk to about 210, Mageweave to 260, Runecloth to 300. Expert (to 225) is a book, not a trainer, usable from skill 125 — Expert First Aid: Under Wraps, from Deneb Walker in Stromgarde Keep (Alliance) or Balai Lok'Wein in Brackenwall Village (Horde) — Classic’s vendors, not yet confirmed for Forever. Artisan (225–300) is a quest; in Classic it was Triage, at character level 35, from Doctor VanHowzen in Theramore or Doctor Victor in Hammerfall (not yet confirmed for Forever).

Auction house: Buy cloth in bulk, always. ⚠️ But know that you are bidding against your own tailor. First Aid and Tailoring eat the exact same five cloths in the exact same order, and levelling both on one character roughly doubles your cloth bill. In a pair, that is an argument for putting them on different people.

Cooking

What changed: the big one. Almost all crafted food now gives a stat buff plus about +5% experience from kills, on a 15-minute Well Fed for ten seconds seated. Cooking also gates campsite capacity — Basic Campfire Kit at skill 1 holds three objects, Journeyman at 140 holds five, Expert at 220 holds ten (those are the skills to use the kits; their blueprints are learned at 90 and 200). The tier-3 Iron Oven is required for the most advanced recipes.

The spine: meat you are already looting, plus fish. Trainers cover 1–150. Expert (to 225) is a book from a vendor, the 1-gold Expert Cookbook, usable from skill 125. Artisan (225–300) is a quest; its character-level requirement is not confirmed. The rate limit is not materials, it is recipes — buy every cooking recipe you see on a vendor.

Auction house: mostly unnecessary — the meat drops on you. Buy the recipes, not the ingredients. Spices are vendor items; never pay auction prices for them.

The buff lines worth knowing: teas give Healing Power, smoothies give Spirit, the raptor line gives Intellect, the egg line gives Stamina, and the bear line gives Strength. Casters want smoothies and raptor, never teas. Full food table →

Fishing

What changed: the Fish Bowl at skill 20 gives +8% to all stats — the strongest camp object in the game, on the profession with the lowest barrier to entry. Tier 2 (Fishing Rack, 140) lets a camp catch uncommon fish for an hour and produces lures; tier 3 (Fishing Hut, 300) catches rare fish. The Legacy perk Luremaster gives a 25% chance of an extra fish when using a lure.

The spine: pure time. Apprentice to 75 and Journeyman to 150 from trainers; Expert (to 225) is a book, Expert Fishing – The Bass and You, sold by Old Man Heming in Stranglethorn Vale for 1 gold (needs skill 125 and character level 20); Artisan (225–300) is a quest (Nat Pagle’s, at 225, in Classic). Fish in the highest-level water your skill can handle without missing constantly, and use lures — they are pure skill-up rate.

Auction house: cannot be levelled from it. You can buy fish for Cooking, but no purchase gives a Fishing skill-up. Get to 20 for the Fish Bowl on day one and then let it drift upward while you do something else.

The three gathering professions Source tier A — official Blizzard or live client data: A

Beta prices on the Market: Mining · Herbalism · Skinning.

You get one of these free, at level 3 or 4

A starting-zone quest offers a choice of three manuals — Mining for Dummies, Pelt Collecting for Beginners or Wild Harvest — each teaching the profession and starting you with skill already on the bar. It only works if you have a free primary slot. Take it before filling your slots.

Mining

What changed: Lodestone (+melee Attack Power) at 20, Rock Garden at 140 which spawns a common mining node over time at camp, and Molten Foundry at 300. The Legacy perk Bountiful Harvest adds 20–40% scarce materials.

The spine: Copper to roughly 65, Tin and Bronze to 125, Iron and Steel to 200, Mithril to 250, Thorium to 300. Needs a Mining Pick in your bags.

Auction house: the exception. Smelting bought ore into bars grants skill-ups — but only the lower smelts (copper, tin, bronze, silver, iron, gold); from Steel up, the game client gives smelts no skill-up stretch, so past roughly 185 Mining levels in the field (Mining guide). When ore is cheap this is dramatically faster than riding a circuit — and it is also the reason ore holds its price.

Herbalism

What changed: Incense Candle (+Intellect) at 20, Greenhouse at 140 which grows herbs from planted seeds, and Seed Hybridizer at 300 which multiplies seeds or combines them into rarer tiers. That last one is a genuinely new mechanic with no Classic analogue. The Greenhouse Blueprint drops from Shadetooth in Excavation Site: Wetlands, a planted seed gives a harvestable herb after about 8 minutes, and herbalists loot the seeds (Commonplace, Uncommon and Scarce tiers) Source tier B — verbatim reporting or hands-on testing: B. Tauren Cultivation is an instant cast used on a herb you have already found: it grows a duplicate node you can harvest without Herbalism, once per herb. Since 24 September it is level-gated — your character level must be at least the herb's required skill ÷ 5, so herbs above 300 skill need level 60 Source tier A — official Blizzard or live client data: A. It does not exempt you from the profession — it doubles a node you can already reach, and in Classic the same racial was a flat +15 Herbalism skill.

The spine: Peacebloom, Silverleaf and Earthroot to about 70; Mageroyal, Briarthorn and Bruiseweed to 125; Kingsblood, Liferoot and Fadeleaf to 200; Sungrass and Blindweed to 250; Dreamfoil, Mountain Silversage and Plaguebloom to 300.

Auction house: cannot be levelled from it. Buy herbs for Alchemy, never for Herbalism. ⚠️ The camp buff is worthless if your group has a Mage, so in a fixed pair check that before picking it for the buff.

Skinning

What changed: Camp Chair at 20 — +2% critical strike with all spells and attacks, the second-best camp object in the game. Field Guide at 140 is readable and grants Track Beasts; Trapper's Workbench at 300 contains a trap.

The spine: it levels itself — and since 1 October each creature can be skinned once again (an early beta build allowed repeat skins). Ruined and Light Leather to about 100, Medium to 150, Heavy to 200, Thick to 250, Rugged to 300 — all off beasts you kill while questing. Needs a Skinning Knife. The only real cost is bag space.

Auction house: cannot be levelled from it, and does not need to be. Sell the leather — leatherworkers must buy it, because they cannot farm it any faster than you can.

The six crafting professions Source tier A — official Blizzard or live client data: A

Beta prices on the Market: Alchemy · Blacksmithing · Enchanting · Engineering · Leatherworking · Tailoring.

⚠️ Vanilla-lineage specializations exist for four of these only — Blacksmithing, Engineering, Leatherworking and Tailoring. Alchemy and Enchanting have none. Forever has not announced any change to this, though Warcraft Tavern notes that Season of Discovery added specializations to the others and it would not be surprising here. Every crafting profession does get a certification item that unlocks a title, usable at 300 skill. Since 1 October Blacksmithing and Leatherworking recipes drop at random in dungeons Source tier A — official Blizzard or live client data: A.

Tailoring

What changed: Faction Banner (+Spirit) at 20 — note it is the only camp object that buffs one faction only, so it does nothing in a cross-faction context. Spinning Wheel at 140, Loom at 300. And a new market: reagent bags now have a dedicated bag slot alongside your five normal bags, with a Linen Reagent Bag craftable early.

The spine: Linen to roughly 70, Wool to 125, Silk to 175, Mageweave to 215, Runecloth to 300. Specializations open at 250.

Auction house: buy cloth in bulk — it is the definitive “buy, don't farm” material because it drops from humanoids rather than nodes, so farming it is just questing badly. Never buy thread or dye; both are vendor items being flipped at up to 13×. Split large cloth purchases across sessions, because buying a few hundred linen visibly moves its own price.

Why it is the best craft for a levelling character: it is the only one that needs no gathering profession beside it, which frees your second primary slot entirely.

Enchanting

What changed: Enchanted Lute at 20 (Armor, all stats, all resistances, scaling), Arcane Salvager at 140 — more efficient disenchanting, in the field — and Arcane Forge at 300. The crafting window now has an Optional Target slot, so you can repeat an enchant without re-selecting the item each time. And critically, crafted low-level gear is green in Forever where it was white in Classic, so there is far more legal fodder than there used to be.

The spine: Strange Dust and Lesser Magic Essence to about 100, Soul Dust to 150, Vision Dust to 200, Dream Dust to 250, Illusion Dust and shards to 300. This is the most expensive profession in the game to level and there is no way around that — every skill-up consumes materials and produces nothing sellable.

Auction house: the decision is fodder versus dust, and you should recompute it every time. Buy green weapons at 3–5 silver when they are cheap — weapons roll the essence table, armour rolls dust, and shields are armour and are a trap. Buy dust directly when dust is cheaper than the expected yield of fodder. The break-even working →

⚠️ Wands are a weaker product than they were. Since 24 September wands no longer gain damage from spell damage, and crafted wands' vendor value was cut to 1 copper on 1 October and only partly restored on 8 October (Lesser Magic Wand 1s 10c). An enchanter still makes the levelling Priest's or Mage's wand; it just is not a vendor-floor trade. Source tier A — official Blizzard or live client data: A

Alchemy

What changed: 🔴 Healing Potions are gone — First Aid makes them now. That removes Alchemy's signature early product and is the main reason it drops in the levelling ranking. In exchange it gained 29 new recipes from the Three Corners vendors, including thrown area potions, damage-over-time potions, and a wide set of 30-minute stat elixirs. Mana Well at 20, Fermenter at 140, Alchemy Laboratory at 300.

The spine: follows Herbalism exactly — the low herbs to about 100, Bruiseweed and Liferoot to 150, Kingsblood and Goldthorn to 215, Sungrass and Blindweed to 250, Dreamfoil and Mountain Silversage to 300. Mana potions still carry a large part of the middle.

Auction house: buy herbs, always — Alchemy consumes them faster than any one gatherer produces them. Never buy vials; they are vendor items. The Mana Well is the best caster camp buff available and does not conflict with anything a levelling pair is likely to bring.

Leatherworking

What changed: Camp Tent at 20 is the only camp object that touches experience — it raises Rested experience to 5% of a level, with no effect if yours is already higher. Tanning Rack at 140, Sewing Machine at 300.

The spine: Light Leather to roughly 100, Medium to 150, Heavy to 200, Thick to 250, Rugged to 300. Specializations open at 225.

Auction house: buy leather if you are not a skinner — but understand that Leatherworking without Skinning is the most expensive craft-plus-buy combination on this page, because leather has no vendor floor and skinners set the price. If you want Leatherworking, take Skinning with it. That pairing also gives you the Camp Chair, which is the better of the two camp objects anyway.

Blacksmithing

What changed: Sharpening Wheel (+Strength, not Attack Power — that is Mining's Lodestone) at 20, a portable Anvil at 140, Master Forge at 300. The field anvil is the quiet win: it removes the walk back to town that Blacksmithing otherwise imposes on every crafting session.

The spine: Copper to about 65, Bronze to 125, Iron and Steel to 200, Mithril to 250, Thorium to 300. Specializations at 200 and weapon sub-specialisations beyond that.

Auction house: buy bars rather than ore unless you also have Mining — but check both prices, because in a thin market smelted bars sometimes list below the ore that makes them. Take Mining alongside it; Blacksmithing consumes more raw metal than any other profession and the two camp objects stack usefully (+Strength and +Attack Power).

Engineering

What changed: Reagent Bot at 20 summons a vendor that buys reagents at camp, Repair Bot at 140 repairs gear and sells reagents, Anarchist's Workbench at 300. Gnome Engineering Specialization no longer grants skill — it now reduces the chance your gadgets backfire.

The spine: Copper to about 50, Bronze to 125, then Iron, Mithril and Thorium to 300, with a steady tax of Rough and Coarse Blasting Powder throughout. Gnomish or Goblin specialization at 200.

Auction house: buy ore and bars, and accept the verdict: Engineering loses money and always has. You take it for trinkets, explosives, goggles and the sheer nonsense of it. What has genuinely improved is the camp line — having a repair-and-reagent vendor in the field is worth real time to a pair levelling far from a town, and it is the one thing on this page that benefits your partner more than you.

Legacy Points from Blizzard's Legacy article (23 September); skinning, dungeon recipe drops, Cultivation gate and wand changes from Blizzard's beta development notes (24 September, 1 and 8 October); camp objects, First Aid trainers and the Healing Potion move are from client data and published guides. Skill bands and quantities are Classic 1.12 baselines and are approximate — Forever's 600+ new recipes mean the specific route within each band has moved. Sources: Wowhead, Warcraft Tavern, Icy Veins. On 24 October the secondaries’ Expert-book requirement (skill 125), the Fishing book’s vendor and the campfire kits’ and blueprints’ skills were checked against the game client’s item table (build 70532) and Wowhead’s Forever data; the named First Aid book vendors and the Triage quest givers are Classic’s and not yet confirmed for Forever. Last updated 24 October 2026.