WoW Forever Professions adds more than 600 new recipes, and the crafted gear is good enough to replace dungeon drops while you level. You can still take any 2 primary professions in any combination, plus all 3 secondary ones (Cooking, Fishing, and First Aid), and each one now adds something to your campfire, from a Strength buff for Blacksmiths to a repair vendor for Engineers.
- How campfires turn your professions into buffs
- Alchemy
- Blacksmithing
- Enchanting
- Engineering
- Leatherworking
- Tailoring
- Herbalism
- Mining
- Skinning
- Cooking
- First Aid
- Fishing
- Merchant’s Favor unlocks the best new recipes
- Legacy perks that help professions
- Which two professions to take for your class
- Profession perks that aren’t confirmed yet
- WoW Forever professions FAQ
Below are every profession, its three camp features, what it crafts, what’s new in Forever, and the classes it suits best. Everything comes from the beta, so recipes and numbers can still change before launch on 4 November.
| Alchemy | Crafting | Mana every 5 sec (Mana Well) | Blessing of Wisdom | Herbalism |
| Blacksmithing | Crafting | Strength (Sharpening Wheel) | Strength of Earth Totem | Mining |
| Enchanting | Crafting | Armor, stats and resistances (Enchanted Lute) | Mark of the Wild | Tailoring |
| Engineering | Crafting | Reagent vendor (Reagent Bot) | None | Mining |
| Leatherworking | Crafting | Rested XP up to 5% of a level (Camp Tent) | None | Skinning |
| Tailoring | Crafting | Spirit for your faction (Faction Banner) | Divine Spirit | Enchanting |
| Herbalism | Gathering | Intellect (Incense Candle) | Arcane Intellect | Alchemy |
| Mining | Gathering | Melee Attack Power (Lodestone) | Blessing of Might | Blacksmithing, Engineering |
| Skinning | Gathering | 2% critical strike (Camp Chair) | Moonkin Aura | Leatherworking |
| Cooking | Secondary | The campfire itself | None | Fishing |
| First Aid | Secondary | Stamina (First Aid Kit) | Power Word: Fortitude | Herbalism |
| Fishing | Secondary | 8% all stats (Fish Bowl) | Blessing of Kings | Cooking |
How campfires turn your professions into buffs
Camping is built on Cooking. Your Cooking trainer teaches the Basic Campfire, and you make it from Simple Wood, Flint, and Tinder, which you can buy from a general supplies vendor. You can’t place a fire within 100 yards of another one, so you’ll sometimes need to walk away from a busy camp to put your own down.
Once the fire is down, everyone can add one camp feature from their own professions, and anyone who sits or crafts nearby for 1 minute gets every buff at that camp for 1 hour. A Basic Campfire holds 3 features, a Journeyman Campfire holds 5, and an Expert Campfire holds 10, so a group of friends can build a camp with a full set of buffs. All camp features share a 1-hour cooldown.
Each tier 1 buff copies a class buff and doesn’t stack with it; the class version is stronger. The Fish Bowl gives 8% to all stats; Blessing of Kings gives 10%, so a Paladin buff replaces the camp one. The higher tiers are learned from blueprints, which drop in dungeons, and each keeps the tier 1 buff while adding something else, like a crafting station, a repair vendor, or an ore node. Camp buffs work in the open world and in dungeons, but it isn’t clear yet whether they’ll carry into raids.
Alchemy

Alchemy makes potions, elixirs, flasks, weapon oils, dyes and transmutes, and in Forever it has a lot more to use while you level. There are throwable potions now that work a bit like Engineering grenades: Caustic Smog does damage over time in an area, and Disorienting Smog lowers the hit chance of anything inside it, which can help a tank survive a big pull. The Dragonfire Potion breathes fire in a cone in front of you, and there’s a new transmute that turns Heavy Thorium into Legionite.
Plain Healing Potions have been replaced with First Aid. Alchemists get Rejuvenation Potions early, and Discolored Healing Potions later, which heal for more but hand you 75% of it back as a poison or disease over the next few seconds. Your camp line is the Mana Well at skill 20 (mana every 5 sec, like Blessing of Wisdom), the Fermenter at 140 and the Alchemy Laboratory at 300, which is where flasks are made.
Rogues already want Herbalism for Swiftthistle and Thistle Tea, and the mana regen from the Mana Well and the new spell power elixirs make Alchemy a good fit for casters as well. Because Healing Potions are First Aid recipes now, an Alchemist with Herbalism should level First Aid too, since it uses the same herbs.
Blacksmithing

Blacksmithing makes mail and plate armor, most melee weapons (everything except bows), sharpening and weight stones, shield spikes that hit back when you block, spurs for a little extra mounted speed and keys. The early recipes have been reworked so they’re worth wearing: Copper Chain Pants now have 1 Stamina, the Runed Copper version has 2 Strength and 2 Stamina, and there are blue mail boots with Intellect and healing that suit a Holy Paladin at around level 20.
Helmets are hard to find while leveling, and Blacksmiths can craft their own, which is a big part of why crafted gear can keep up with dungeon loot in Forever. The camp line starts with the Sharpening Wheel at skill 20 (Strength, like Strength of Earth Totem), then an Anvil at 140 and a Master Forge at 300, which the best Classic recipes such as Arcanite Reaper now need.
Blacksmithing starts on mail and moves to plate, so Warriors and Paladins get the most from it, and the Strength buff at camp suits them too. A Rogue that only wants to craft weapons can still take it, since swords, daggers, maces and fist weapons all come from Blacksmithing.
Enchanting

Enchanting doesn’t need a gathering profession, as you get your materials by disenchanting green and blue items you don’t want. Leveling the first 30 or so points used to be slow, but Forever hands out green scrap items early that you can disenchant for practice. New recipes include weapon enchants with special effects, such as Revelation, which gives extra critical strikes every so often, plus wands, staves, off-hands and necklace enchants.
Enchanters can also craft Paladin librams, Druid idols and Shaman totems, which are hard to find while leveling. The Enchanted Lute at skill 20 gives armor, all stats and resistances (the same as Mark of the Wild), the Arcane Salvager at 140 makes disenchanting more efficient, and the Arcane Forge at 300 is the station for relics and wands.
Tailoring and Enchanting are the classic pairing for Mages, Priests and Warlocks, since neither needs a gathering skill and you can disenchant the cloth gear you make. Paladins, Druids and Shamans should also look at it for their relics, as the Enchanted Lute is one of the strongest camp buffs.
Engineering

Engineering makes bombs, dynamite, gadgets, scopes, guns, ammo, goggles and trinkets, and it still has Gnomish and Goblin specializations for their own recipes. There are plenty of new toys in Forever, including throwing items that turn your ranged throw into an area bomb, a Safety Sheep that explodes, a 960 battery pack for the Manual Crowd Pummeler and a Compact Critter Carrier that gives Hunters their stable on the go.
It’s the only profession with no camp buff, and it has the most useful camp features instead. The Reagent Bot at skill 20 is a vendor that sells class reagents and buys your junk, so you don’t need to go back to town with full bags. The Repair Bot at 140 repairs gear as well, and the Anarchist’s Workbench at 300 is a station for advanced Engineering recipes.
Engineering is the default for PvP, since gadgets like nets, gliders and rocket boots work for every class. Hunters get their own scopes and guns from it, and the target dummies and escape tools make it strong for Hardcore, but it’s a weak way to make gold.
Leatherworking

Leatherworking makes leather armor early on, then leather and mail in about equal amounts, along with armor kits, quivers, ammo pouches and cured leather for epic crafts. Armor kits go on your chest, legs, hands and feet for a few silver each, so they’re a cheap stand-in for enchants while you level. A lot of the new recipes come from dungeon bosses or the Merchant’s Favor vendors, and some have more stats than dungeon loot of the same level.
The Camp Tent at skill 20 tops up the rested XP of everyone nearby to 5% of a level, which only counts on kills and does nothing if you already have more. The Tanning Rack at 140 is a crafting station that a lot of Leatherworking recipes need, and the Sewing Machine at 300 is needed for top recipes like Devilsaur Leggings.
Every class that wears leather or mail can use what Leatherworking makes, and the armor kits are a cheap boost to your armor on the way up. Skinning gives you nearly all of the materials, though you’ll want some from Mining now and then.
Tailoring

Tailoring makes cloth armor, cloaks, bags, reagent bags (new in Forever), bolts of cloth, shirts and the Faction Banner. Many of the early recipes now carry spell damage, like the Pearl-clasped Cloak (3 Intellect and +2 spell damage and healing), the Green Woolen Vest (+4 and 4 Spirit) and the blue Arcanist Sash, which needs 8 Bolt of Linen Cloth, 2 Fine Thread and 2 Minor Mana Potions.
You don’t need a gathering profession for it, since cloth drops from humanoids you’re already killing. The Faction Banner at skill 20 gives Spirit to players of your own faction (like Divine Spirit), the Spinning Wheel at 140 is a station for many cloth recipes, and the Loom at 300 is needed for gear like Robe of the Archmage.
Tailoring is where cloth casters get their spell power gear while leveling, and pairing it with Enchanting means both professions run on things you pick up anyway. The bags are also easy to sell to other players.
Herbalism

Herbalism works as it always has: you pick herbs from nodes in the world for Alchemy, and in Forever for First Aid’s potions too. Every gathering profession can now find scarce materials, which specific crafting recipes need, and you can learn Herbalism in your first level or two from the Wild Harvest manual, which the Nibbled-On Book chain in the starting zones offers you.
The Incense Candle at skill 20 gives Intellect (like Arcane Intellect). At 140 the Greenhouse grows herbs from seeds you find while picking, and at 300 the Seed Hybridizer multiplies seeds or combines them into rarer ones, so a Herbalist’s camp can farm for them.
Herbs have always sold for more than ore, and Alchemy and First Aid both need them now, so Herbalism is one of the best ways to earn gold while you level. Pair it with Alchemy to use them yourself.
Mining

Mining gets you ore and stone from nodes, which you smelt into bars for Blacksmithing and Engineering, and you can pick it up early from the Mining for Dummies manual. Ore tends to sell best in the first month or two after launch, when supply is low, and it stays useful later for things like Elementium bars for Thunderfury. Forever adds new metals too, such as Heavy Thorium, which you can only smelt at a Molten Foundry.
The Lodestone at skill 20 gives melee Attack Power (like Blessing of Might). The Rock Garden at 140 spawns a common mining node at your camp over time, and the Molten Foundry at 300 is the smelting station for Heavy Thorium.
Both Blacksmithing and Engineering use bars, so Mining goes with either one. The Attack Power buff helps Rogues, Feral Druids and Enhancement Shamans as well as Warriors.
Skinning

Skinning takes leather, hides and scales from beasts you’ve killed. You can start it from the Pelt Collecting for Beginners manual. It’s the gathering profession that takes the most effort, since you have to kill each beast first, and there are more Leatherworkers than before and crates to fill for Merchant’s Favor, so leather should sell well.
The Camp Chair at skill 20 gives 2% critical strike chance to spells and attacks (like Moonkin Aura), which is good for every class. The Field Guide at 140 lets anyone read it to gain Track Beasts, and the Trapper’s Workbench at 300 holds a trap.
Skinning supplies Leatherworking almost on its own, and fewer players take it than Herbalism or Mining, which tends to keep the price of leather up.
Cooking

Cooking matters more in Forever than it ever did, for two reasons. Most crafted food now gives Well Fed with an extra 5% experience from kills, and low-level food gives the same 5%, so it’s worth keeping some on you the whole way to 60. Cooking is also the only way to make a campfire, and the Journeyman and Expert Campfires raise how many camp features one fire can hold.
Cooks can make food with Stamina, Spirit, Agility, Intellect or Strength, food that raises Fishing or Herbalism skill, and a Cookie’s Feast (skill 140) that lays out Stamina food for everyone at camp. The Iron Oven at skill 300 is needed for the most advanced recipes.
Every character can learn Cooking on top of two primary professions, and the XP food alone makes it worth it. Pair it with Fishing and most of your ingredients come from the same trips.
First Aid

First Aid now crafts Healing Potions, which used to be an Alchemy recipe. The Minor Healing Potion uses Mild Spices instead of the old Alchemy ingredients, and the higher ones need a herb, a vial and a Cooking spice, taught by trainers up to Healing Potion and by manuals after that. You’ll also make bandages, anti-venoms for poison, poultices for disease and tourniquets for bleeds.
The First Aid Kit at skill 20 gives Stamina (like Power Word: Fortitude). The Toxin Study at 140 and the Plague Doctor’s Laboratory at 300 both keep that buff and also hold free Healing Potions and cures for anyone at the camp.
Cloth from humanoids covers your bandages, and every class wants Healing Potions while leveling. Without Herbalism you’ll need to buy herbs for the potions, so First Aid pairs best with it.
Fishing

Fishing hasn’t changed much, but its camp buff is one of the best. The Fish Bowl at skill 20 gives 8% to all stats, the same buff as Blessing of Kings. At 140 the Fishing Rack lets you catch uncommon fish for an hour, and at 300 the Fishing Hut lets you catch rare ones, and both come with lures.
Fish feed Cooking, and some of them become oils that Alchemists need for flasks and armor potions. You can also fish up rings and other rare items, and the Stranglethorn Fishing Extravaganza now has its own currency with new rewards to buy.
An 8% stat buff at skill 20 is hard to beat, and Fishing is slow but easy to level alongside Cooking.
Merchant’s Favor unlocks the best new recipes
Two new reputations sell many of the new recipes: the Azeroth Commerce Authority for the Alliance, at Three Corners in Redridge, and Durotar Supply and Logistics for the Horde, just west of the Crossroads. You earn their currency, Merchant’s Favor, and reputation by filling Waylaid Supplies crates with the profession items each one asks for. The crates usually drop in the world, and you can also buy them on the auction house.
The vendors also sell rare level 20 helmets for Tailors, Leatherworkers and Blacksmiths at 30 Merchant’s Favor each, and a Certification for each crafting profession that unlocks an account-wide title, such as “the Alchemist”, once one of your characters reaches 300 skill.
Legacy perks that help professions
Legacy is Forever’s account-wide system, and it opens at level 25. Maxing a trade skill completes a Legacy challenge, and the points you earn can go into a Professions tree with perks like these.
| Perk | What it does |
|---|---|
| Working Overtime | Higher chance of a skill-up from any primary, secondary or class trade skill |
| Bountiful Harvest | More scarce materials from Mining, Herbalism and Skinning |
| Luremaster | 25% chance of an extra fish while a lure is active |
| Performance Bonus | Chance of extra Merchant’s Favor when you turn in a crate |
| Master Chef | Chance of an extra result when you cook |
| Field Guide | Shorter camp feature cooldown |
| Permanence | Camp rest benefits last longer |
Which two professions to take for your class
If you just want gold, take two gathering professions, since you can sell everything you pick up. For gear, take the crafting profession that makes your armor and the gathering profession that feeds it, then pick up Cooking, First Aid and Fishing on top.
| Warrior | Blacksmithing and Mining | Engineering and Mining for PvP |
| Paladin | Blacksmithing and Mining | Enchanting for librams |
| Hunter | Leatherworking and Skinning | Engineering for scopes and guns |
| Rogue | Leatherworking and Skinning | Alchemy and Herbalism, Engineering for PvP |
| Priest | Tailoring and Enchanting | Alchemy and Herbalism |
| Shaman | Leatherworking and Skinning | Enchanting for totems |
| Mage | Tailoring and Enchanting | Engineering for PvP |
| Warlock | Tailoring and Enchanting | Engineering for PvP |
| Druid | Leatherworking and Skinning | Enchanting for idols |
Profession perks that aren’t confirmed yet
Each primary profession might also get a passive perk, but none of these are live in the beta yet and the details keep shifting, so treat them as possibilities until launch.
| Profession | Possible perk |
|---|---|
| Alchemy | Mixology: elixirs and flasks last twice as long and are 25% stronger, plus an upgradeable Philosopher’s Stone |
| Blacksmithing | Belt buckles with stats, and a Repair All on an 8 hour cooldown |
| Enchanting | Ring enchants with spell power, attack power or Stamina |
| Engineering | No perk |
| Leatherworking | Bracer armor kits, and saddles that raise mounted speed |
| Tailoring | Cloak embroidery with spell power, attack power or Stamina, and extra cloth from humanoids |
| Herbalism | Magic resistance that scales with skill, and a chance to grow a second herb |
| Mining | 5% more health |
| Skinning | 5% more damage to Beasts and Dragonkin |
WoW Forever professions FAQ
How many professions can you have in WoW Forever?
You can have 2 primary professions in any combination, plus all 3 secondary professions (Cooking, First Aid and Fishing). Rogues also have Poisons and Lockpicking, and Mages have a new skill called Comprehension for decoding scrolls.
What is the best profession in WoW Forever?
It depends on what you want from it. Engineering is still the pick for PvP, Herbalism and Skinning make the most gold while leveling, and the crafting professions give the most gear while you level.
How do you make a campfire in WoW Forever?
Learn Basic Campfire from your Cooking trainer, then buy Simple Wood and Flint and Tinder from a general supplies vendor. You can’t place it within 100 yards of another campfire.
Where do Healing Potions come from in WoW Forever?
Healing Potions moved from Alchemy to First Aid, so any character can make them. Alchemists get Rejuvenation Potions and Discolored Healing Potions instead.
Do camp buffs stack with class buffs?
Each camp buff shares a slot with the class buff it copies, like the Fish Bowl with Blessing of Kings, and the stronger class buff replaces it. Buffs from different professions do stack with each other.
Which gathering profession makes the most gold in WoW Forever?
Herbalism has usually sold best, since Alchemy and First Aid both use herbs now. Skinning takes more effort, so fewer players take it and leather can sell well, and ore is worth most in the first month or two.








