Professions in WoW Forever: a beginner's guide

Which two professions to pick, how ranks and recipe colors work, what you can make by level 20, where trainers stand and herbs and ore grow, and what Forever's new campfires add.

WoW Forever is in beta and the level cap is 20. Ranks, recipes, items and camp features in this guide come from the Forever client. Trainer names and places, the level each rank needs, and where herbs and ore grow come from Classic's data and are marked as such: Forever may have moved things.

What professions are

A profession is a trade skill. Gathering professions collect raw materials ("mats") from the world: Herbalism picks herbs, Mining digs ore and stone out of veins, and Skinning takes leather and hides from dead beasts. Crafting professions turn mats into things you use or sell: Alchemy, Blacksmithing, Enchanting, Engineering, Leatherworking and Tailoring.

You can have two primary professions at a time, in any mix of gathering and crafting. On top of those, every character can learn the three secondary skills, Cooking, First Aid and Fishing, which don't use up one of your two slots.

Each profession has a skill number. You raise it by gathering or crafting. Each rank has a skill cap, and a trainer teaches you the next rank to raise it. The rank spells in the client say what each crafting profession needs: Alchemy "Requires Herbs found with the Herbalism skill" (Alchemy); Blacksmithing and Engineering need "stone and metal found with the mining skill" (Blacksmithing, Engineering); Leatherworking needs "leather scraps and hides gathered with the Skinning skill" (Leatherworking); Tailoring needs "cloth found on humanoids" (Tailoring); and Enchanting needs "Dusts and Essences found by disenchanting magic items" (Enchanting).

Professions are also gaining more depth, with over 600 new recipes across professions and level ranges, adjusted crafted food that can grant a small experience bonus and stat boosts, and advanced Blueprint recipes from dungeon bosses. Blizzard, World of Warcraft: Forever Deep Dive Panel Recap

Forever also ties every profession to camping: each one can add an object to a campfire that helps everyone sitting there. That has its own section below.

Picking your two professions

The easiest start is a gathering profession plus the crafting profession that uses what it gathers. You never have to buy mats, and what you don't need you can sell. These pairs fit together, going by what the recipes use and make:

PairWhy it fitsHandy by level 20
Herbalism + AlchemyAlchemy's recipes need herbs, and Herbalism picks them.Mana potions, stat elixirs and short combat potions for yourself; the Mana Well for camps.
Mining + BlacksmithingBlacksmithing needs stone and metal. Mining gathers them and also smelts ore into the bars smiths use.Sharpening stones and weightstones, mail armor, copper and bronze weapons.
Mining + EngineeringEngineering needs the same stone and metal.Dynamite and bombs, a gun and a scope, goggles, and the Reagent Bot for camps.
Skinning + LeatherworkingLeatherworking needs the leather and hides Skinning takes from beasts.Leather armor, armor kits, a bag, and a quiver or ammo pouch for Hunters.
Tailoring + EnchantingTailoring's cloth drops from humanoid enemies, so it needs no gathering profession. Enchanting gets its mats by disenchanting green (Uncommon) or better gear, and Tailoring makes green items you can break down.Bags, cloth armor, wands for casters, weapon oils and enchants.
Two gathering professions (Herbalism + Mining, Mining + Skinning, Herbalism + Skinning)Everything you gather can be sold, and you spend nothing on mats.Gold. A good choice if you want money first and a crafting profession later.

Your class matters too. The weapon and armor rules below are from the Forever client:

Tip: Not sure? Take two gathering professions while you level. They make money from your first node (a "node" is an herb or ore vein in the world). You can drop one later for a crafting profession, but as in Classic, dropping a profession loses all of its skill and recipes.

Watch out: Gathering-only has one Forever catch: the Legacy System gives points for professions only for non-gathering (crafting) professions, at skill 150, 225 and 300. See the Legacy section below.

Ranks, and how far you can go by level 20

Every profession has four ranks. Each rank raises the highest skill you can reach, and the Forever client stores those caps in the rank spells:

RankHighest skill
Apprentice75
Journeyman150
Expert225
Artisan300

From the rank spells in the Forever client.

The character level a trainer asks for is mostly not in the client; it lives in the trainers' own data. The levels below are Classic's trainer data, so Forever may have changed them.

ProfessionApprenticeJourneymanExpertArtisan
Alchemy, Blacksmithing, Enchanting, Engineering, Leatherworking5102035
Tailoring51020—
Herbalism, Mining————
Skinning———35
Cooking510——
First Aid————
Fishing51 (client)1 (client)35

Character level each rank needs, from Classic's trainer data. — means the data gives no level. Fishing's Journeyman and Expert spells carry level 1 in the Forever client itself.

Speculation: In Classic's trainer data a rank also needs a minimum skill: 50 for Journeyman and 125 for Expert, in every profession. Classic's gathering trainers and First Aid ask for no character level for their first ranks, only that skill. If Forever keeps these rules, a level 20 character can train Expert in any profession and raise it to 225, and Artisan (level 35 in the same data) waits for a later level cap.

What that means at the level 20 cap: Expert is the last rank you can train, so 225 is your ceiling. In practice your skill is held back more by the mats you can reach. The gathering table further down shows that the level 20 to 30 zones hold herbs and veins the starting zones don't, such as Kingsblood, Liferoot and Iron.

How skill-ups and recipe colors work

You gain a skill point (a "skill-up") by crafting a recipe or gathering a node, but not every time. The color of a recipe in your profession window, and of a node's name in its tooltip, tells you the odds:

The Forever client stores, for every recipe, the skill at which it turns yellow and the skill at which it turns grey. Some examples:

RecipeProfessionTurns yellow atTurns grey at
Basic CampfireCooking15
Rough Sharpening StoneBlacksmithing1555
Light LeatherLeatherworking2040
Smelt CopperMining2570
Bolt of Linen ClothTailoring2550
Linen BandageFirst Aid3060
Minor Mageblood ElixirAlchemy3035
Gemmed Copper BootsBlacksmithing4040

Yellow and grey thresholds from the Forever client (SkillLineAbility). Below the yellow number a recipe is orange.

Two things stand out in Forever's data. Many new recipes have a very short window: Minor Mageblood Elixir goes from yellow to grey in 5 points, and Gemmed Copper Boots turns grey at the same skill it turns yellow, so it only gives skill-ups while it is orange. And the client doesn't record the skill you need to learn most recipes (the trainer decides), except for recipes taught by an item: Plans: Gemmed Copper Boots, for example, needs Blacksmithing 35.

You know a few recipes the moment you learn a profession; the client marks them as learned automatically. New tailors know Bolt of Linen Cloth and Linen Bag, new blacksmiths Rough Sharpening Stone and Rough Copper Vest, new leatherworkers Light Leather and Light Armor Kit, new engineers Rough Blasting Powder and Rough Dynamite, and new cooks Basic Campfire.

Tip: Level a profession with the cheapest recipe that is still orange or yellow, and make things you will use or can sell. When everything you know is green or grey, go back to the trainer: new recipes start orange.

Camping: what each profession adds

Camping is new in Forever. Cooking makes a campfire, and players sitting at it can add objects from their own professions, each with a buff or a service for everyone nearby.

A Basic Campfire allows up to three special crafted objects to be added by nearby players. Each player can contribute one object, and those objects share a one-hour cooldown. Every profession has three different objects learned at different skill levels, and each profession provides its own buff or utility no matter which object is placed. Blizzard, World of Warcraft: Forever Deep Dive Panel Recap

In the client, each profession's first object needs skill 20 and its second needs skill 140, so both are within reach before level 20. What they do, from their tooltips:

ProfessionAt skill 20At skill 140
CookingBasic Campfire Kit (skill 1): the campfire itself, with room for 3 camp featuresJourneyman Campfire Kit: room for 5 features; Cookie's Feast: Stamina-boosting food
AlchemyMana Well: Mana regeneration every 5 secFermenter: lets you make certain reagents, plus the Mana Well's buff
BlacksmithingSharpening Wheel: StrengthAnvil: an anvil, plus the Sharpening Wheel's buff
EnchantingEnchanted Lute: ArmorArcane Salvager: "more efficient disenchanting", plus the Lute's buff
EngineeringReagent Bot: buy reagentsRepair Bot: buy reagents and repair gear
HerbalismIncense Candle: IntellectGreenhouse: grows herbs from seeds you plant, plus the Candle's buff
LeatherworkingCamp Tent: tops your Rested experience up to 5% of a levelTanning Rack: lets you make certain reagents, plus the Tent's effect
MiningLodestone: melee Attack PowerRock Garden: spawns a common mining node over time, plus the Lodestone's buff
SkinningCamp Chair: 2% critical strike chanceField Guide: read it to gain Track Beasts, plus the Chair's buff
TailoringFaction Banner (Alliance) or Faction Banner (Horde): Spirit for your factionSpinning Wheel: lets you make certain reagents, plus the Banner's buff
First AidFirst Aid Kit: StaminaToxin Study: holds healing potions and anti-venom, plus the Kit's buff
FishingFish Bowl: 8% increased statsFishing Rack: catch uncommon fish for 1 hour, plus the Bowl's buff

Required skill and effects from the item tooltips in the Forever client. Most buffs scale with level, so we leave out their numbers.

One small mismatch: Blizzard's Deep Dive says the Sharpening Wheel "increases Attack Power", but its tooltip in the beta client says Strength. Read more in our Deep Dive recap.

Watch out: Blizzard warns that "some parts of Azeroth are better suited for a quiet rest than others." Sitting still by a fire in a busy or contested zone leaves you open to attack, especially on the PvP ruleset.

Gathering: Herbalism, Mining and Skinning

Gathering needs no workshop and earns money from your first node. You can do it while you quest: turn on tracking, and pick up what you pass on the way.

Herbalism

Herbalism picks herbs "for use in Alchemy" (Herbalism). You also get Find Herbs: "Nearby herb bushes appear on the minimap. Only one type of thing can be tracked at a time." The herbs of the early zones are Peacebloom, Silverleaf, Earthroot, Mageroyal, Briarthorn, Bruiseweed and Stranglekelp; the table below shows where they grow.

Camp features: Incense Candle at skill 20 (Intellect) and Greenhouse at 140, which "will grow herbs over time from seeds planted". Seeds such as Commonplace Herb Seeds are already in the client.

Mining

Mining pulls ore and stone from veins "for use in Engineering and Blacksmithing" and "Requires a Mining Pick" (Mining; the pick is Mining Pick). You learn Find Minerals, which shows veins on the minimap, and Smelting, which turns ore into bars; smelting "requires a forge". You start with Smelt Copper and can later learn Smelt Tin, Smelt Bronze, Smelt Silver and Smelt Iron, all of which turn yellow below skill 150 in the client.

Camp features: Lodestone at skill 20 (melee Attack Power) and Rock Garden at 140, which "spawns a common mining node over time".

Skinning

Skinning takes leather and hides from beasts "for use in Leatherworking" and "Requires a Skinning Knife" (Skinning; the knife is Skinning Knife). Loot a beast first, then use it again to skin it. You get things like Ruined Leather Scraps, Light Leather and Light Hide. Skinning has no nodes to find: most beasts you or others kill can be skinned, so it fits wherever you quest.

Camp features: Camp Chair at skill 20 (2% critical strike chance) and Field Guide at 140, which lets players "read it and gain Track Beasts".

Classic's data has no trainers on Zephras Isle, the Skyborne starting island (levels 1–12 per Blizzard), so we can't list them there yet. See Meet the Skyborne.

Where herbs and ore grow (Classic data)

This table lists, for the starting zones and the zones up to about level 30, the herbs and ore veins Classic's data puts there, with the number of spawn points. Use it to decide where to gather; the numbers are spots a node can appear, not how many you will see at once.

ZoneQuest levelsHerbs (spawn points)Ore veins (spawn points)
Elwynn Forest2–10Silverleaf 80, Peacebloom 49, Earthroot 35Copper 105
Dun Morogh3–11Silverleaf 63, Peacebloom 54, Earthroot 39none listed
Teldrassil3–11Peacebloom 46none listed
Durotar3–12Silverleaf 163, Earthroot 108, Peacebloom 84, Mageroyal 54, Stranglekelp 40Copper 162
Mulgore3–12Silverleaf 65, Peacebloom 50, Earthroot 49, Mageroyal 43none listed
Tirisfal Glades3–11Silverleaf 70, Peacebloom 58, Earthroot 39none listed
Westfall10–18Bruiseweed 91, Briarthorn 59, Mageroyal 55, Earthroot 32, Stranglekelp 30, Khadgar's Whisker 19, Fadeleaf 5Copper 148
Loch Modan10–20Silverleaf 81, Mageroyal 26Copper 124, Tin 115, Silver 115
Silverpine Forest10–18Mageroyal 32, Briarthorn 32, Peacebloom 31Copper 107, Tin 107, Silver 107
The Barrens10–25Mageroyal 173, Bruiseweed 114, Silverleaf 103, Briarthorn 79, Peacebloom 75, Earthroot 67, Wild Steelbloom 40, Kingsblood 32, Grave Moss 3Iron 41
Darkshore12–20Silverleaf 66, Mageroyal 64, Stranglekelp 59, Briarthorn 58Copper 94
Redridge Mountains14–25Bruiseweed 89, Briarthorn 33, Earthroot 29Tin 92, Silver 71
Stonetalon Mountains18–28Bruiseweed 124, Wild Steelbloom 88, Kingsblood 26none listed
Ashenvale20–30Bruiseweed 103, Stranglekelp 75, Mageroyal 68, Briarthorn 66, Kingsblood 34, Wild Steelbloom 19Iron 50, Tin 31
Wetlands21–31Bruiseweed 107, Stranglekelp 76, Liferoot 62, Wild Steelbloom 49, Briarthorn 39, Kingsblood 35, Grave Moss 18Silver 135, Tin 131, Copper 110
Duskwood24–32Briarthorn 102, Bruiseweed 95, Grave Moss 41, Kingsblood 29Silver 109, Gold 109, Iron 109, Copper 105, Tin 105

Spawn points from Classic's data (CMaNGOS). For each herb or vein the data lists only the eight zones with the most spawns, so "none listed" means few or none, not always none. Several vein types share spawn points, which is why some counts match. Quest levels: Classic levels of the quests the Forever client has. Forever may place nodes differently.

Crafting: the six crafting professions

Crafting needs mats and a trainer visit every so often. Each section lists useful things you can make by level 20 (the level in brackets is the level needed to use the item), the profession's camp features, and its trainers.

Alchemy

Alchemy brews potions and elixirs from herbs. Forever changed it a lot. The plain healing potions are no longer Alchemy's: the client lists Minor Healing Potion, Lesser Healing Potion and Healing Potion as First Aid recipes. Alchemy's own healing potions are the "Discolored" ones, like Minor Discolored Healing Potion: "Restores 150 to 170 health instantly, however you also suffer 75% of that amount over time", as either a 6 sec poison or a 12 sec disease.

Camp features: Mana Well at 20 and Fermenter at 140. Blizzard says alchemists can later place an Alchemy Lab (Alchemy Laboratory, skill 300 in the client).

Blacksmithing

Blacksmithing makes mail armor, weapons and weapon stones from Mining's bars and stone.

Camp features: Sharpening Wheel at 20 and Anvil at 140.

Engineering

Engineering builds explosives, guns, scopes, goggles and gadgets from metal and stone. You start knowing Rough Blasting Powder, Rough Dynamite and Crafted Light Shot.

Camp features: Reagent Bot at 20 and Repair Bot at 140. Gnomes have a racial for Engineering (see Racials below).

Leatherworking

Leatherworking turns Skinning's leather and hides into leather armor, armor kits and bags. You start knowing Light Leather, Light Armor Kit and a set of Handstitched armor.

Camp features: Camp Tent at 20 (a real help while leveling) and Tanning Rack at 140, which Blizzard says is "required for more advanced Leatherworking recipes".

Tailoring

Tailoring sews cloth armor, shirts and bags from the cloth that humanoid enemies drop, so it needs no gathering profession. You start knowing Bolt of Linen Cloth, Linen Bag, Linen Cloak, Brown Linen Shirt and Simple Linen Pants.

Camp features: Faction Banner (Alliance) or Faction Banner (Horde) at 20, and Spinning Wheel at 140.

Enchanting

Enchanting adds permanent bonuses to gear and makes wands and weapon oils. Its mats come from Disenchant, which "Extracts the magical element(s) from good quality (Green) or better weapons or armor" and destroys the item. New in Forever: Dust to Motes "Divides 1 pile of Strange Dust into 3 Motes of Magic", and the client says Mote of Magic is "Available from enchanting vendors".

Camp features: Enchanted Lute at 20 and Arcane Salvager at 140.

Secondary skills: Cooking, First Aid and Fishing

Any character can learn all three, on top of two primary professions. They are cheap to level and help every class.

Cooking

Cooking "Requires meat from beasts and fire to make food" (Cooking). In Forever it also makes the fire: you know Basic Campfire from the start, and its Basic Campfire Kit "allows cooking and the placement of up to 3 additional camp features".

Food got a big update. In the client even simple food makes you well fed (a short food buff) if you keep eating for 10 seconds:

Upgrades: Blueprint: Journeyman Campfire (Cooking 90) teaches the Journeyman Campfire, whose kit Journeyman Campfire Kit needs Cooking 140 and holds up to 5 features. The Expert Campfire (Expert Campfire Kit, Cooking 220) holds 10.

First Aid

First Aid makes bandages from cloth (First Aid) and, in Forever, a lot more. You start with Linen Bandage. Bandaging costs no mana, so it's the cheapest way to heal between fights.

Camp features: First Aid Kit at 20 and Toxin Study at 140.

Fishing

Fishing: "Equip a fishing pole and find a body of water to fish. Right-Click on the bob in the water when it splashes to catch your fish." You need a pole such as Fishing Pole. Forever's Fishing skill also has Find Fish, which makes "Nearby fishing nodes appear on the minimap". Fish feed Cooking: Slitherskin Mackerel, for example, gives 6 Attack Power when you're well fed.

Camp features: Fish Bowl at 20 ("8% increased stats") and Fishing Rack at 140, which lets you "catch uncommon fish for 1 hour".

Speculation: The client has a new skill named Comprehension in the same group as Cooking, First Aid and Fishing. Its only ability so far is Comprehend Scroll: "Decipher an untranslated scroll." Blizzard hasn't explained it, and it may not be something you can learn in the beta.

Racials that touch professions

Two races have a profession racial in the Forever client, and a third has one that helps gatherers:

No other race, the Skyborne included, has a profession racial in the client. More on every race in Races, classes and reworked racials.

Legacy points and perks from professions

Forever's Legacy System gives account-wide points for challenges. Blizzard's post on it says professions count in two ways:

Points are spent in trees, one of them Professions. The perks Blizzard lists for professions and camping:

Blizzard also names two new factions, the Azeroth Commerce Authority (Alliance) and Durotar Supply and Logistics (Horde), as "a major source of new tradeskill activities". Full details in The Legacy System explained.

Speculation: The client has "Waylaid Supplies" items that ask for crafted goods and mats, such as Waylaid Supplies: Peacebloom ("Add 20 Peacebloom to complete the shipment."). These look tied to those factions, but Blizzard hasn't said how they work in Forever.

Tips for leveling a profession

Checked against WoW Forever beta build 1.60.1.70009.