Guide
Which two professions to pick in WoW Forever for gold, leveling or your group, how to make your first gold, the Merchant's Favor crate routine, the camp objects worth crafting, Legacy perks that pay, and how to trade safely.
Written by stillsixty staff.
Professions do more in Forever than in classic. Every one of them, gathering included, builds a camp object that buffs you and your friends. Crafting professions earn Legacy points at 150, 225 and 300. And the new Merchant's Favor camps pay gold and their own currency for crates of materials anyone can fill. You still get two primary professions, plus all three secondary ones: Cooking, Fishing and First Aid.
| Goal | Pair and why |
|---|
| Gold from day one | Herbalism + Mining, or Skinning + Mining. Two gathering professions sell from the first node, and Merchant's Favor crates want herbs, ore and leather goods by the stack. Every one of the three builds a camp object too. |
|---|---|
| Faster leveling | Skinning + Leatherworking. The Leatherworking Camp Tent tops up your rested experience to 5% of a level once an hour, and Skinning feeds it the Light Leather it needs. |
| Caster groups | Herbalism + Alchemy. Potions sell all game, and the Alchemy Mana Well gives mana regeneration to everyone sitting at your fire. |
| Melee groups | Mining + Blacksmithing. The Sharpening Wheel adds Strength and the Mining Lodestone adds melee Attack Power; one player covers both. |
| Legacy points | Two crafting professions. Each one is worth three Legacy points on the way to 300, six on one character. Each crafting profession counts once per account, so your alts earn more by picking the other ones. |
| Everyone | Cooking, Fishing and First Aid. Cooking builds the campfire every camp needs, and Fishing and First Aid each have a camp object of their own. First Aid also makes the plain healing potions now, plus cures for poison, disease and bleeds; Alchemy keeps the Discolored Healing Potions, which heal more up front and take part of it back over time. |
Each rank needs a character level: up to 75 at any level, 150 from level 10, 225 from 20 and 300 from 35. An alt you keep as a crafter has to reach those levels before it can take the profession further.
Tailoring and Enchanting work as a pair too: Tailoring feeds you cloth to disenchant, and the Enchanting Enchanted Lute is one of the strongest camp buffs in the game. Don't vendor what you make, though: many crafted items now sell to vendors for much less, and Enchanting wands for 1 copper.
Two new trade companies pay for crates of materials: the Azeroth Commerce Authority for the Alliance and Durotar Supply and Logistics for the Horde. You need no profession to take part. The Merchant's Favor page lists every crate, recipe and reward.
From level 10, Waylaid Crates drop from ordinary mobs, chests and dungeon mobs, and other players sell them. The word in the name gives the tier: Apprentice and Journeyman from 10, Expert from 20, Artisan from 35. Right-click to read its label: that turns it into a crate for one kind of goods.
The crate lists several bundles, and any one fills it: for an Apprentice herb crate, 20 Peacebloom, 20 Silverleaf, or 10 of Earthroot, Mageroyal or Briarthorn. The whole amount must sit in one stack in your bags. Buy the materials if you don't gather them.
Alliance: Marcy Baker at Three Corners in Redridge Mountains. Horde: Dokimi outside the Crossroads in the Barrens. Your first crate also hands you a Shipping Label: its quest pays 50 more Favor and 2,000 reputation with the camp, once per character.
| Crate | Pays |
|---|---|
| Apprentice, white | 5 Favor and 2 silver 50 copper |
| Apprentice, green | 10 Favor and 5 silver |
| Journeyman, white | 10 Favor and 5 silver |
| Journeyman, green | 20 Favor and 10 silver |
Crafters get reputation from Craftsman's Writs: once a day per tier, 75 for Journeyman, 125 for Expert and 200 for Artisan. Open a Sealed Craftsman's Writ, craft what it asks and deliver it. A writ you can't make can be rewritten with a Forger's Quill. Past Friendly, a Forged Delivery Receipt turns an empty crate into 50 reputation.
The camp quartermasters sell profession recipes for Favor, plus the Packmule Treat pet (1,500 Favor), a pack mount at level 60 with Journeyman riding (6,000), a toy from Honored and a tabard at Exalted.
Fill every crate you loot on your way past a town, and hand them in together when you pass the camp. Redridge and the Barrens sit on most leveling routes in the 10s and 20s.
A campfire holds up to three camp objects, one per player, and everyone sitting at it for a minute gets every buff for an hour. Each buff replaces a class buff (you can't have both), so they shine when your group lacks that class. Every profession makes its first object at skill 20. The camping page has all 35, with their materials.
From skill 140 the objects become workstations: an Anvil, a Tanning Rack, a Spinning Wheel, a Repair Bot, a Fermenter and more. Blueprints for most of them are sold by the Happy Camper in Dun Morogh; the rest, and the skill-300 objects, drop from dungeon and raid bosses. Cooks can upgrade the fire itself: the Journeyman Campfire Kit holds five objects, the Expert Campfire Kit ten.
Every character spends up to 16 Legacy points. These are the perks that save or make gold; plan them in the Legacy planner.
| Perk | What it does |
|---|---|
| Bountiful Harvest | Up to 100% more likely to find Scarce materials when mining, picking herbs or skinning (5 ranks). |
| Frequent Flier | Half-price flight paths, and the flight mount flies 20% faster. |
| Bartering | Vendor prices 10% lower at 2 ranks. Training and repairs don't count. |
| Performance Bonus | Up to a 15% chance to double the Merchant's Favor from a crate. |
| Working Overtime | Up to 20% better odds of a skill-up in any profession, so you level them on fewer materials. |
| Master Chef and Luremaster | Extra results when cooking, extra fish with a lure on. |
| Reagent Economy | Class abilities stop needing vendor reagents. |
The Legacy guide covers every perk, and the fastest 16 points shows how to get there.