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Tier list

Professions for Gold: Launch

Professions for gold from launch day to the level-40 mount: all twelve rated on early sales, demand, cost to start and flood risk.

Prices as of · build 1.60.1.70450 · Forecast

How we ranked them

The gold a character earns per hour put into the profession from launch day (4 November 2026) to the level-40 mount, roughly the first two to three weeks. It counts gold earned while leveling the character and the profession together, on fresh markets that fill within hours from the whole region.

Each profession is rated alone, with its inputs valued at what they would sell for, even when the character gathers them itself. Its best partner is named, not scored: a secondary profession names a primary, and a primary never names a secondary.

The subjects are all twelve professions: six crafting, three gathering and three secondary. Settled income at 60 is the other list's.

This list rates the gold a character earns per hour put into a profession from launch day, 4 Nov 2026, to the level-40 mount, roughly the first two to three weeks. Each profession is rated alone, with its inputs valued at what they would sell for, so a herb the character gathers counts as a herb that could have been sold. The best partner is named but not scored. Four criteria have weights: early income 35, launch demand 25, earns from low skill 25 and flood risk 15.

Every criterion is scored against written anchors, then rescaled across the twelve professions so the best of the twelve gets 5 and the worst gets 1. The published scores are those relative scores, and the weighted total sets the tier: S from 4.25, A from 3.75, B from 3.25, C from 2.75, D from 2.25, F below. Because the scale is relative, a profession's score can move when another profession's score changes, even if nothing about the first one has changed.

This is a forecast. No Forever auction house price exists yet, so every criterion rests on recipe data from the client, Blizzard's development notes and Classic's settled economy as an analogue, and each entry says what it assumes. The list will be re-rated about 18 Nov on two weeks of launch prices, read on days 1, 3, 7 and 14 for a basket of low-level items per profession.

Several Forever changes break the Classic analogy and drive the order. One auction house serves the whole region, so a fresh market fills within hours and a premium that lasted days now lasts hours. Starter zones have fewer copper veins, which slows ore supply. First Aid now makes healing potions, which Alchemy used to own. Camp items at skill 20 need a campfire built with Cooking and draw on cheap gathered materials, Waylaid Crates ask for stacks of 20 ore, herbs, leather, cloth or Strange Dust, and the Black Market caps prices for some rare materials. Vendor prices for crafted items were cut, so selling a crafted item to a vendor pays little.

Secondary professions take no primary slot. First Aid, Cooking and Fishing are therefore rated beside the primaries, and each is paired with a primary rather than competing with the character's two choices. Gathering professions sit at the top because their output is bought from the first hour; crafting professions mostly pay for their climb before they pay back, and that is why most of them sit in C and D. Tailoring is the exception: Forever's new reagent-only bag slot gives every leveling character another bag to buy.

The rubric: each criterion scored 1 to 5
CriterionWeightWhat it measures
Early income35Measured against these anchors, then rescaled so the best of the twelve professions scores 5 and the worst 1. Sells from the first hour and keeps selling to 40. Its outputs are what every new character needs (low-level ore, herbs, leather, cloth goods) at a day-1 premium, and leveling the profession makes gold rather than costing it: 5. Earns a little from early on, or earns well only from mid-skill: 3. Costs gold all the way to 40: leveling it eats materials worth more than anything it sells: 1.
Launch demand25Measured against these anchors, then rescaled so the best of the twelve professions scores 5 and the worst 1. Feeds Forever's new launch sinks as well as leveling: tier-1 camp items, Waylaid Crate bundles, the new recipes' materials, First Aid potions. Every player wants it in week 1: 5. Ordinary leveling demand (bags, armor, consumables bought by some), with no new launch sink: 3. Little is bought below 40: its outputs are BoP, vendor-only or wanted only at 60: 1.
Earns from low skill25Measured against these anchors, then rescaled so the best of the twelve professions scores 5 and the worst 1. Sells from skill 1 with no gold in and no recipe to buy: 5. Needs a modest climb or a few vendor recipes before it sells: 3. Needs a long climb, bought recipes or another profession's materials before it sells anything: 1.
Flood risk15Measured against these anchors, then rescaled so the best of the twelve professions scores 5 and the worst 1. Little competition: few players take it, or the region's supply takes days to arrive (copper is scarcer in starter zones): 5. Normal competition, with a premium that lasts a day or two: 3. Everyone gathers or makes it from the first hour, so the region-wide AH floods within hours and the premium is gone: 1.

What each tier means

An entry’s tier comes from its weighted score. A tier set by hand instead says why in its write-up. Within a tier, the best score comes first.

S 4.25 or more
The best choice for this purpose. Strong on the criteria that count most, with no real weakness.
A 3.75 or more
Very strong. A little behind S, or one clear weakness.
B 3.25 or more
Good. Does the job well without special effort.
C 2.75 or more
Workable. About average on the rubric; nothing stands out either way.
D 2.25 or more
Weak. It works, but you will feel the gap; pick it for other reasons.
F below 2.25
Poor for this purpose. Avoid it unless something else decides for you.

What the ratings assume

  • Prices as of the stated date, and the game rules of the stated build. The list is re-rated when launch prices exist (R1, about 18 Nov).
  • A new character, levels 1 to 40, with the profession trained from level 5–10 and leveled alongside it.
  • One market. Horde and Alliance auction houses are treated alike; faction is not rated.
  • No Legacy perks, so every character starts even.
  • Gathering, crafting, the auction house and vendors only.

Confidence: Forecast

Rated from the client data and our research, before anyone has played it at this level on this build. Where the data stops, the write-up says what it assumed.

Why each profession is where it is

Choose a profession on the chart to see why it sits where it does.

Herbalism S tier

Herbalism is an S-tier opener: herbs feed crates, camp items and the new First Aid potions, but common herbs flood fast.

Best partner: Alchemy

Scores for Herbalism
CriterionWeightScore
Early income35 5
Launch demand25 5
Earns from low skill25 5
Flood risk15 1

Weighted score 4.40, which is S tier.

Herbalism sells Peacebloom and Silverleaf from the first node. Both go into the Incense Candle, Peacebloom with an Empty Vial makes the Mana Well, and 20 of either are among the cheapest Waylaid Crate fills. First Aid's healing potions also eat these herbs, which gives every character a reason to buy them.

Entry cost is zero gold and no recipe. Flood risk is the weak point: common herbs fall in price quickly in Classic, the crate fill invites everyone to gather them from the first hour, and the region-wide auction house pools all of that supply. Alchemy is the partner because herbs are its inputs, though the fast-falling price may favor selling herbs over crafting them early.

At 4.40 Herbalism holds S, 0.15 above the 4.25 threshold. It scores 5 on early income, launch demand and entry, and only the flood score of 1 holds it back from a higher total. If launch prices show common herbs sinking fast, the margin over A could be lost.

Strengths

  • Highest early income and demand
  • No gold or recipe needed
  • Feeds crates, camp items and potions
  • Rare herbs hold value

Weaknesses

  • Common herbs flood quickly
  • Everyone gathers them from hour one
  • Region-wide supply pools
  • Black Market caps rare herbs such as Black Lotus

What would move it: Launch prices and listed quantity for Peacebloom and Silverleaf would move it: a collapse in the first days drops it to A, while a lasting premium supports S. Relative scores also move when another profession's score changes.

Rated on assumptions:

  • Every criterion is rated without a recorded Forever price. It assumes crates, Mana Wells and potions keep demand ahead of supply, and that herbs stay dull to find. Whether nodes hold more herbs in the first week than expected is unknown.

Read the Herbalism guide · Back to the chart

Mining S tier

Mining is an S-tier opener: ore sells from the first hour with no gold in, and fewer starter copper veins slow the flood.

Best partner: Blacksmithing

Scores for Mining
CriterionWeightScore
Early income35 4
Launch demand25 4
Earns from low skill25 5
Flood risk15 5

Weighted score 4.40, which is S tier.

Mining sells Copper Ore from the first node, with Smelt Copper granted and Rough Stone from Poor Copper Veins. Copper Ore is the 20-ore Waylaid Crate fill and, with a Copper Bar, an input to the Sharpening Wheel camp item. Blacksmithing and Engineering both depend on ore and bars, so there are steady buyers beyond the crate.

Entry cost is zero gold and no recipe. Starter-zone copper veins were cut, so region-wide supply should arrive slower than for herbs or leather, though low-level ore still draws heavy competition in Classic. Blacksmithing is the partner because it smelts the bars into Wheels and stones and is the main buyer of what Mining produces.

At 4.40 Mining holds S, 0.15 above the 4.25 threshold. It scores 5 on entry and flood risk and 4 on early income and launch demand, and the lead is thin: one point less on flood risk would cost 0.15 and drop it to A, so S depends on the copper-vein cut actually slowing supply.

Strengths

  • Ore sells from the first node
  • No gold or recipe needed
  • Crate and camp-item sink
  • Fewer starter copper veins

Weaknesses

  • Low-level ore draws competition
  • Value drops after the first weeks
  • Buyers need Blacksmithing or Engineering
  • Only 0.15 above the S line

What would move it: Launch prices for Copper Ore and Copper Bar, and the real number of copper veins, would confirm or drop it; if ore floods within hours it falls toward A. Relative scores also move when another profession's score changes.

Rated on assumptions:

  • Every criterion is rated without a recorded Forever price. It assumes the fewer-vein change really slows ore supply and that crates and Wheels keep absorbing copper. How many veins remain in each starter zone is unknown.

Read the Mining guide · Back to the chart

Skinning A tier

Skinning is a strong A: Light Leather sells from the first hour into crates and camp items, but nearly everyone has it.

Best partner: Leatherworking

Scores for Skinning
CriterionWeightScore
Early income35 4
Launch demand25 4
Earns from low skill25 5
Flood risk15 1

Weighted score 3.80, which is A tier.

Skinning sells Light Leather: 5 per Camp Tent, 3 per Camp Chair and 20 per Waylaid Crate. Leatherworking buys it, and Pristine Leather feeds Leatherworking, Blacksmithing and Tailoring. Leather comes free while questing, so the gold per hour is high from the first level.

Entry cost is a Skinning Knife in the bags, with no recipe. Leather supply is close to universal because anyone who kills and loots can skin, and a corpse can only be skinned once, so the region-wide auction house should fill quickly. Leatherworking is the partner because it consumes the leather, though that profession ranks lower on its own.

At 3.80 Skinning is 0.05 above the A threshold and 0.45 short of S. Its flood score of 1 is the difference from the gathering leaders: Mining keeps a better flood score from the copper-vein cut, and Herbalism has stronger demand.

Strengths

  • Leather free while questing
  • No recipe or gold needed
  • Crate and camp-item sinks
  • Pristine Leather feeds three crafts

Weaknesses

  • Near-universal supply
  • Region-wide auction house fills fast
  • Corpses skin only once
  • Leather premium fades within days

What would move it: Launch prices for Light Leather would settle it: a premium that lasts past day 3 lifts it toward S, a quick collapse drops it to B, and it sits only 0.05 above the A line. Relative scores also move when another profession's score changes.

Rated on assumptions:

  • Every criterion is rated without a recorded Forever price. It assumes crates and camp items keep absorbing Light Leather. The Pristine Leather drop rate and price are unknown.

Read the Skinning guide · Back to the chart

First Aid B tier

First Aid is a B-tier secondary: it owns the new healing potions, but potion recipes and supply are still unknown.

Best partner: Herbalism

Scores for First Aid
CriterionWeightScore
Early income35 4
Launch demand25 5
Earns from low skill25 3
Flood risk15 1

Weighted score 3.55, which is B tier.

First Aid sells Linen Bandages to levelers and, in Forever, healing potions that moved over from Alchemy. Potions use Empty Vials, Mild Spices and herbs such as Peacebloom, and the First Aid Kit is a skill-20 camp item. Anyone without a healer is a buyer, so launch demand is the top score.

Linen Bandage is granted, but the Minor Healing Potion's yellow skill is 55 in client data, so there is a short wait, and 15 of 31 shown recipes have an unknown learn source. It is open to every character as a secondary, and the potion line used to be limited to Alchemists, so supply could rise sharply. Herbalism is the partner because its herbs are the potion inputs.

At 3.55 First Aid is 0.20 short of A. Entry scores only 3 because of the potion wait and unknown recipe sources, and the flood score is 1. Clear potion sources or a smaller supply wave would close the gap.

Strengths

  • Top launch demand
  • Healing potions now First Aid's
  • Linen Bandage granted
  • Camp item at skill 20

Weaknesses

  • Free secondary invites supply
  • Potion recipe sources unknown
  • Wait until skill 55 for potions
  • Potion inputs cost herbs

What would move it: Launch prices for Linen Bandages and Minor Healing Potions, plus the confirmed recipe sources, would move it: strong potion prices lift it toward A, a flooded market drops it to C. Relative scores also move when another profession's score changes.

Rated on assumptions:

  • Every criterion is rated without a recorded Forever price. It assumes potions sell above their herb and vial cost and that recipe sources are reachable at low skill. Whether potions are bind-on-equip is untested.

Read the First Aid guide · Back to the chart

Tailoring B tier

Tailoring is a B-tier craft: Forever's new reagent-only bag slot gives every character another bag to buy, and tailors make most of them.

Best partner: Enchanting

Scores for Tailoring
CriterionWeightScore
Early income35 3
Launch demand25 4
Earns from low skill25 3
Flood risk15 3

Weighted score 3.25, which is B tier.

Tailoring sells bags: the Linen Bag is granted, with the Linen Reagent Bag at 30, the Red Linen Bag (now 8 slots, up from 6) and Woolen Reagent Bag at 75, and the Green Woolen Bag at 100. The Faction Banner camp item at skill 20 uses a Bolt of Linen and Coarse Thread. Every new character starts with almost no bag space, so bags sell to levelers of every class.

Forever adds a fifth bag slot that takes only reagent bags, and seven of the eight new reagent bags are Tailoring's; the only other one is Leatherworking's 6-slot Light Leather bag. That gives every character one more bag to fill, upgraded several times on the way to 40. Cloth drops free from humanoids, so inputs cost little to farm, but raw cloth sellers compete and 300 of 398 recipes need patterns, the reagent bag patterns among them. Enchanting is the partner because it disenchants the tailor's greens.

At 3.25 Tailoring sits exactly on the B line and 0.50 short of A. It scores 4 on launch demand and 3 on everything else, so it has no weak criterion but no standout seller either. Bag prices at launch would decide which way it moves.

Strengths

  • Every character has a new reagent slot to fill
  • Seven of eight reagent bags
  • Free cloth from drops
  • Faction Banner camp item

Weaknesses

  • Most recipes need patterns
  • Raw cloth sellers compete
  • No bag prices yet
  • Vendor prices cut

What would move it: Launch prices for the Linen and Woolen Reagent Bags against Bolt of Linen Cloth would move it: bags well above cloth cost lift it toward A, a flood of bags drops it to C. Relative scores also move when another profession's score changes.

Rated on assumptions:

  • Every criterion is rated without a recorded Forever price.
  • It assumes reagent bags fit the new reagent slot, which rests on an in-game test and players' reports rather than client data.
  • It assumes bags sell above the cost of their cloth.

Read the Tailoring guide · Back to the chart

Fishing C tier

Fishing is a C-tier secondary: free to start and slow, with cheap raw fish and few launch sinks.

Best partner: Alchemy

Scores for Fishing
CriterionWeightScore
Early income35 3
Launch demand25 2
Earns from low skill25 5
Flood risk15 1

Weighted score 2.95, which is C tier.

Fishing sells raw fish such as Brilliant Smallfish, which feed Cooking and the Fish Bowl camp item at skill 20 (one Smallfish and one Empty Vial). It makes only three crafts, so almost all income is raw fish. Buyers are cooks and Alchemy later; no crate bundle uses fish.

Entry is a pole and bait, with no recipe, so supply is large, but catches per hour are slow and the zone minimum skill gates the catch chance. The region-wide auction house has no fish-specific data. Alchemy is the partner because fish become oils at level 60, though that matters little before 40.

At 2.95 Fishing is 0.30 short of B. It has the best entry score but low launch demand (2) and the lowest launch-sink exposure, and its flood score of 1 reflects a free start for everyone.

Strengths

  • No gold or recipe to start
  • Smallfish feed Cooking and Fish Bowl
  • Cooks need fish
  • Steady, low-risk gold

Weaknesses

  • Slow catches per hour
  • Few launch sinks
  • Cheap raw fish
  • Weak until Cooking demand grows

What would move it: Catch rates per hour and launch prices for Raw Brilliant Smallfish would move it: a sustained fish price lifts it to B, a floor price keeps it in C. Relative scores also move when another profession's score changes.

Rated on assumptions:

  • Every criterion is rated without a recorded Forever price. It assumes catch rates stay slow and Cooking demand for fish stays modest. Whether fish are tradable and how rare pools work are unknown.

Read the Fishing guide · Back to the chart

Alchemy C tier

Alchemy is a C-tier craft: elixirs sell at low skill, but healing potions left it and most recipes are item-taught.

Best partner: Herbalism

Scores for Alchemy
CriterionWeightScore
Early income35 3
Launch demand25 2
Earns from low skill25 3
Flood risk15 3

Weighted score 2.75, which is C tier.

Alchemy sells elixirs made from cheap herbs and vials: Elixir of Minor Spirit at skill 20, Minor Mageblood at 30, and the Mana Well camp item (one Peacebloom and one Empty Vial). Its healing potions moved to First Aid, which removes the largest low-level seller. Buyers are players buying consumables and campers using the Mana Well.

Entry needs herbs and vials only for the first sellers, but 135 of 179 recipes come from items, with many taught by item at skill 15 to 100 and sources unverified. The region-wide auction house fills fast, and Herbalism is the most common pairing, so herb competition raises input cost. Herbalism is the partner because herbs are the inputs.

At 2.75 Alchemy sits exactly on the C threshold and 0.50 short of B. Its scores of 3 on income and entry and 2 on demand leave no single criterion to blame. The closest lift would be launch demand for elixirs or confirmed trainer-sold recipes.

Strengths

  • Elixirs from cheap herbs
  • Mana Well camp item
  • Strong level-60 ceiling
  • Mid-range flood risk

Weaknesses

  • Healing potions moved to First Aid
  • Recipes mostly item-taught
  • Herbs cost gold at sale value
  • Few launch sinks

What would move it: Launch prices for Elixir of Minor Spirit and confirmed recipe sources would move it: strong elixir prices lift it toward B, a drop below its herb cost sends it to D. Relative scores also move when another profession's score changes.

Rated on assumptions:

  • Every criterion is rated without a recorded Forever price. It assumes elixirs sell above herb and vial cost and that early recipes can be learned. Whether elixirs are bind-on-equip is untested.

Read the Alchemy guide · Back to the chart

Cooking D tier

Cooking is a D-tier secondary just below C: every camper needs its campfire, but recipes cost money and supply is deep.

Best partner: Herbalism

Scores for Cooking
CriterionWeightScore
Early income35 3
Launch demand25 4
Earns from low skill25 2
Flood risk15 1

Weighted score 2.70, which is D tier.

Cooking makes the campfire that every camp item needs, plus food: 103 dishes give a kill-XP buff, and almost all crafted food gives a stat and a small XP buff. First sellers such as Peace Tea (Peacebloom and Refreshing Spring Water) and Skywall Souffle sell to levelers. Roasted Boar Meat and Charred Wolf Meat are granted.

Entry is the problem: Peace Tea and similar dishes need a Recipe item at skill 25 to 30, and 109 of 123 shown recipes come from items. Crafted vendor prices were cut, so vendoring pays nothing, and most players are expected to take Cooking, so the low-level food market is likely deep. Herbalism is the partner because Peacebloom and other herbs go into the teas.

At 2.70 Cooking is 0.05 short of C, the smallest gap on the list. Its demand score of 4 is strong, but the entry score of 2 and flood score of 1 hold it down. Cheap recipes or a thinner market would lift it.

Strengths

  • Campfire gates every camp item
  • XP-buff food for levelers
  • Granted meat dishes
  • Strong demand score

Weaknesses

  • Recipe items needed early
  • Likely deep market
  • Vendor prices cut
  • Slow first sales

What would move it: Launch prices for Peace Tea and the cost of the first recipe items would move it: a food price that pays back the recipe lifts it to C, a flood drops it further. Relative scores also move when another profession's score changes.

Rated on assumptions:

  • Every criterion is rated without a recorded Forever price. It assumes most players take Cooking and that recipe items are affordable. How large the XP buff is in gold terms is unknown.

Read the Cooking guide · Back to the chart

Enchanting D tier

Enchanting is a D-tier craft: Strange Dust has steady demand, but the profession lives on disenchanted gear and costs gold to start.

Best partner: Tailoring

Scores for Enchanting
CriterionWeightScore
Early income35 2
Launch demand25 4
Earns from low skill25 2
Flood risk15 3

Weighted score 2.65, which is D tier.

Enchanting sells Strange Dust and essences from disenchanting, plus a few crafts. The Enchanted Lute camp item uses one Strange Dust, and one reported Waylaid Crate fill is 20 Strange Dust, so dust has steady demand. Wands sell for next to nothing, and vendor prices for crafted items were cut.

Entry needs disenchantable greens or bought materials, and formulas at 20 to 110 are mostly trainer or unknown source, so gold goes in first. Dust from every disenchanter shares one region-wide auction house, and cloth-gear disenchanting is likely common. Tailoring is the partner because it supplies the cloth gear to disenchant.

At 2.65 Enchanting is 0.10 short of C. Demand scores 4 from the camp item and crate, but income of 2 and entry of 2 hold it back, because it consumes greens that others could sell. Cheaper inputs or a higher dust price would close the gap.

Strengths

  • Strange Dust has steady demand
  • Camp item and crate sink
  • Moderate flood risk
  • Strong level-60 ceiling

Weaknesses

  • Consumes greens others could sell
  • Gold in before income
  • Formulas mostly unknown source
  • Wands sell for little

What would move it: Launch prices for Strange Dust and the sources of early formulas would move it: dust above the cost of the gear lifts it to C, a flood of dust keeps it in D. Relative scores also move when another profession's score changes.

Rated on assumptions:

  • Every criterion is rated without a recorded Forever price. It assumes greens have a better use than disenchanting and that dust yields are unchanged. Whether disenchant yields changed in Forever is unknown.

Read the Enchanting guide · Back to the chart

Blacksmithing D tier

Blacksmithing is a D-tier craft: the Sharpening Wheel has a launch buyer, but copper bars barely beat their ore cost.

Best partner: Mining

Scores for Blacksmithing
CriterionWeightScore
Early income35 2
Launch demand25 4
Earns from low skill25 3
Flood risk15 1

Weighted score 2.60, which is D tier.

Blacksmithing sells the Sharpening Wheel camp item (Rough Stone and a Copper Bar, with a Strength buff), stones and weapon and armor pieces to levelers and other smiths. Granted recipes cover skill 1 to about 20, and only 11 of 416 recipes turn yellow by skill 40. Copper Bar leveling eats ore that could be sold.

Entry is partly free, since the early recipes are granted, but the plans at skill 35 are drops and 302 recipes come from items. In Classic it was crowded and ore-hungry, and the region-wide auction house hits low-level bars and stones. Mining is the partner because it supplies and smelts the bars the profession is built on.

At 2.60 Blacksmithing is 0.15 short of C. Demand scores 4 from the Wheel and the 20-ore crate, but income of 2 and flood of 1 pull it down. A Wheel price well above its copper cost would close the gap.

Strengths

  • Camp item every camper buys
  • Granted early recipes
  • Crate and Wheel link to ore
  • Strong level-60 ceiling

Weaknesses

  • Leveling eats ore
  • Few recipes yellow by 40
  • Likely crowded
  • Vendor prices cut

What would move it: Launch prices for the Sharpening Wheel and Copper Bar against Copper Ore would move it: a Wheel clearly above its copper cost lifts it toward C, a flat price keeps it in D. Relative scores also move when another profession's score changes.

Rated on assumptions:

  • Every criterion is rated without a recorded Forever price. It assumes bars and stones sell near ore cost and that Wheels draw steady camper demand. Whether crafted gear sells above its copper is unknown.

Read the Blacksmithing guide · Back to the chart

Leatherworking D tier

Leatherworking is a D-tier craft: Skinning's leather is the cost, and its early outputs have little launch demand.

Best partner: Skinning

Scores for Leatherworking
CriterionWeightScore
Early income35 2
Launch demand25 2
Earns from low skill25 2
Flood risk15 5

Weighted score 2.45, which is D tier.

Leatherworking turns Light Leather into the Camp Tent (skill 20, 5 Light Leather), Light Armor Kits and the Light Leather Reagent Bag (pattern at 30, yellow 40). Quivers and ammo pouches arrive at 55. Buyers are campers and leveling players, with no Waylaid Crate sink for its outputs.

Entry is hard: 368 of 480 recipes need patterns, and leather must be farmed or bought at its sale value. The profession sells little before 40, though few players take it, which gives it a flood score of 5, shared only with Mining and Engineering. Skinning is the partner because it supplies the leather.

At 2.45 Leatherworking is 0.30 short of C. Income and entry both score 2, and demand scores 2, so only the flood score of 5 keeps it close. A strong bag or tent price at launch would help.

Strengths

  • Few competing crafters
  • Camp Tent and reagent bag outputs
  • Natural pairing with Skinning
  • Strong level-60 sets

Weaknesses

  • Needs leather at sale value
  • Most recipes need patterns
  • No crate or major sink
  • Little sells before 40

What would move it: Launch prices for the Light Leather Reagent Bag and Camp Tent against leather cost would move it: an output priced well above its leather lifts it toward C, a flat price keeps it in D. Relative scores also move when another profession's score changes.

Rated on assumptions:

  • Every criterion is rated without a recorded Forever price. It assumes few players take the profession and that outputs sell near their leather cost. Whether the new gear sets are bind-on-equip is unknown.

Read the Leatherworking guide · Back to the chart

Engineering F tier

Engineering is the only F: it is the most gold-hungry profession to level, and nothing in Forever's launch sinks buys its output.

Best partner: Mining

Scores for Engineering
CriterionWeightScore
Early income35 1
Launch demand25 1
Earns from low skill25 1
Flood risk15 5

Weighted score 1.60, which is F tier.

Engineering sells Rough Blasting Powder, Rough Dynamite, Crafted Light Shot and, from schematic drops, SAF-T Tabs. Buyers are Hunters, players using explosives, and other Engineers. The Reagent Bot camp item has no buff. In Classic most gadgets needed Engineering to use; most of Forever's new schematics are bind on equip and usable without it, but they come well after the early climb.

Entry is long: early rungs need Rough Stone, Copper Bar and Linen Cloth, the Copper Tube at skill 80 needs Weak Flux, and schematics for SAF-T items are drops. Few players take it, which gives it a flood score of 5. Mining is the partner because it supplies the bars and stone for powder.

At 1.60 Engineering is 0.65 short of D, the largest gap on the list. It scores 1 on income, demand and entry and 5 only on flood risk. No realistic launch price change closes that gap, but a new sink for explosives or gadgets would shrink it.

Strengths

  • Few competing crafters
  • Hunters buy shot
  • Explosives sell to raiders later
  • Several new BoE gadgets

Weaknesses

  • Costs gold to level
  • No Forever launch sink
  • Long climb to first sale
  • Classic gadgets need Engineering

What would move it: A launch price for Rough Blasting Powder well above its copper cost, or a new sink for explosives, would lift it; the climb cost would have to fall for more than F. Relative scores also move when another profession's score changes.

Rated on assumptions:

  • Every criterion is rated without a recorded Forever price. It assumes the climb stays costly and no sink buys its output. Demand for bind-on-equip gadgets from non-Engineers is unknown.

Read the Engineering guide · Back to the chart