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WoW Forever · Economy and Vendors

WoW Forever Legacy Points: Which Perks Pay for Themselves

Every WoW Forever Legacy perk from the beta client, where the 65 points come from, and which gathering, vendor and reagent perks actually return gold.

Updated · By Christopher Lucas · WoW Forever beta, as of beta build 70291

Live Auction House prices
Pristine Leather52 silver2 houses listing
Pyrite1 silver69 copper2 houses listing
Rosecap54 silver90 copper2 houses listing
Scarce Herb Seeds99 silver99 copper2 houses listing
Shiny Bauble30 copper2 houses listing
Raw Brilliant Smallfish39 copper2 houses listing
Rune of Portals9 silver98 copper2 houses listing
Infernal Stone1 gold1 house listing

Lowest buyout from player scans of the WoW Forever beta Auction House, as of beta build 70291. Beta prices are a testing economy and will not carry over to launch. Last verified

The short answer

Legacy is Forever's account wide perk system. Our extract of the beta client (build 70058) shows three perk trees with 21 live perks and 65 ranks, plus six placeholder slots marked "To be added in a future update". Every rank costs one Legacy Point, and the client lists 65 challenges that each award one point. Blizzard's own launch notes add the limit that matters most: each character can spend up to 16 Legacy Points at launch, out of up to 65 that can be earned. So you will never own every perk on one character at launch. You will pick 16 ranks, and the choice is the whole game.

For gold, four perks matter and the rest are comfort. Bountiful Harvest doubles your scarce gathering materials, and on the beta those sell well: Pristine Leather was listed at 52 silver and Scarce Herb Seeds at 99 silver99 copper on 2026-10-08. Bartering cuts vendor prices, which is worth real gold on mounts. Reagent Economy removes class reagent costs for good. Luremaster adds fish. Take Bountiful Harvest first if you gather, Bartering first if you do not.

Where the 65 points come from

The challenges file in the client pairs each point with a pair of achievement records, which is why the raw table shows 130 achievement rows for 65 points. Grouped by what you do to earn them:

SourcePointsWhat the client asks for
Class levelling27Reach level 25, 45 and 60 for the first time on each of nine classes
Crafting professions18Reach 150, 225 and 300 skill in Alchemy, Blacksmithing, Enchanting, Engineering, Leatherworking and Tailoring
Player vs. Player12PvP ranks, reputations and Field of Honor Journey weeks
Dungeons3Three dungeon sets, from Ruins of Lordaeron and Excavation: Wetlands up to Alcaz Island, Timbermaw Hold and Shaper's Terrace
Raids3Hyjal Summit, the Barrow Deeps, and Onyxia
Adventure2The questline that starts with An Earnest Proposition and ends with Saving the Best for Last, and Explore Azeroth

Two things jump out for a gold maker. First, the gathering professions earn nothing: there are no Legacy challenges for Mining, Herbalism or Skinning. Every one of the 18 profession points comes from a crafting profession hitting 150, 225 or 300. Second, the class levelling block is the biggest single source, and you only get its three points per class by levelling that class. A player who levels one character will see 3 of those 27 points.

So a realistic single character player at level 60 with two crafting professions maxed has about 3 points from levelling plus 6 from professions, before PvP, dungeons and raids. Plan your perks as if you will have 10 to 15 points for a long time, and remember that even a player with all 65 can only spend 16 on any one character at launch.

The 21 perks, as the client describes them

Pristine LeatherAuction House 52 silverVendor 1 silver25 copper
PyriteAuction House 1 silver69 copperVendor 1 silver
RosecapAuction House 54 silver90 copperVendor 95 copper
Scarce Herb SeedsAuction House 99 silver99 copperVendor 1 silver15 copper
Shiny BaubleAuction House 30 copperVendor 12 copper
Raw Brilliant SmallfishAuction House 39 copperVendor 1 copper
Rune of PortalsAuction House 9 silver98 copperVendor 5 silver
Infernal StoneAuction House 1 goldVendor 12 silver50 copper
PerkOur tree labelRanksClient textUnlock rule
Bountiful HarvestProfessions and gathering5100% more Scarce materials from Mining, Herbalism and SkinningOpen
Working OvertimeProfessions and gathering510% more chance of a skill increase from any tradeskillOpen
BarteringProfessions and gathering2Vendor gold prices reduced by 10%5 points spent
Master ChefProfessions and gathering5Cooking has a 30% chance to create an extra result5 points spent
Performance BonusProfessions and gathering315% chance of 100% more Merchant's Favor on crate turn ins5 spent, after Bountiful Harvest
LuremasterProfessions and gathering250% chance of an extra fish while a Lure is active5 points spent
Dedicated StudyProfessions and gathering1+1 skill in your lowest tradeskill10 spent, after Bartering
Well RestedLevelling and adventuring5Rested XP builds 20% faster, cap 20% higherOpen
Thrill of AdventureLevelling and adventuring55% health and mana on a killing blowOpen
TalentedLevelling and adventuring1Talent points from level 5 instead of 105 spent, after Well Rested
Field GuideLevelling and adventuring3Camp feature cooldown 25% shorter5 points spent
Frequent FlierLevelling and adventuring1Flight paths 50% cheaper, flight mount 20% faster10 spent, after Field Guide
High AlertLevelling and adventuring2Detect stealth as if 2 levels higher5 points spent
Field MedicineLevelling and adventuring2Recently Bandaged 10 sec shorter5 points spent
ReinforceEconomy, reputation and honor520% less durability loss on deathOpen
GourmandEconomy, reputation and honor3Food buffs last 100% longerOpen
The Quick and the DeadEconomy, reputation and honor2Faster ghost, free spells after a resurrectionOpen
Reagent EconomyEconomy, reputation and honor1Class abilities no longer need vendor reagents10 spent, after The Quick and the Dead
PermanenceEconomy, reputation and honor2Group buffs last 100% longer, camp rest 50% longer5 spent, after Gourmand
DiplomatEconomy, reputation and honor5Reputation gains 10% higher5 points spent
For Great HonorEconomy, reputation and honor5Honor gains 10% higher5 points spent

The unlock rule column is the part most people miss. Many perks need 5 or 10 points already spent in the same tree, and some need a specific perk first. Bartering, the vendor discount, needs 5 points spent in its tree before you can buy it. The cheapest way there is five ranks of Bountiful Harvest or Working Overtime.

Pricing the gold perks

Bountiful Harvest

This is the one perk that turns into Auction House gold directly. The scarce materials it boosts are new uncommon items that drop alongside normal gathering, and on 2026-10-08 the beta scans priced several of them well above their vendor value.

Scarce materialClient vendor sellLatest beta scanExtra per 20 drops if doubled
Pristine Leather1 silver25 copper52 silver20 more to sell
Pyrite1 silver1 silver69 copper20 more to sell
Rosecap95 copper54 silver90 copper20 more to sell
Scarce Herb Seeds1 silver15 copper99 silver99 copper20 more to sell

On 2026-10-08 our tables read Pristine Leather at roughly sixty silver, so twenty extra Pristine Leather would have been worth about 12 gold on that day's market. That is the whole case for the perk: it does nothing to your Copper Ore or Light Leather, and everything to the materials that sell. Our Bountiful Harvest guide works through it in detail, and the scarce materials guide prices the full set.

Bartering

Bartering has two ranks and reads "Reduces the gold price of items from all vendors by 10%." The biggest vendor purchases most players make in Forever are mounts: the client gives every basic mount a 20 gold buy price and every swift mount 200 gold. At 10% off, the pair costs 198 gold instead of 220 gold. If the text is per rank and stacks to 20%, it costs 176 gold. Bags, reagents, ammunition and trade goods all add to the saving over time. See the riding cost guide for the mount side.

Reagent Economy

One rank, but deep in its tree: it needs 10 points spent and The Quick and the Dead first. It removes vendor bought class reagents. The client's buy price fields for a few of them:

Class reagentClient buy price field
Light Feather30 copper
Ankh of Resurrection1 silver15 copper
Holy Candle7 silver
Arcane Powder10 silver
Rune of Portals20 silver
Symbol of Kings30 silver
Infernal Stone50 silver

A mage casting portals, a paladin buffing a raid or a warlock summoning an Infernal will save more than any gatherer earns from a single perk. For everyone else it is a small comfort.

Luremaster

Two ranks, 50% chance of an extra fish while a Lure is active. A Shiny Bauble lure was listed at 30 copper on the beta, and the first fish most anglers catch, Raw Brilliant Smallfish, at 39 copper. The perk only pays when you fish a lot, and it pays more as your fish get more valuable.

Performance Bonus and Merchant's Favor

Performance Bonus is the strangest gold perk in the tree, and the one with the least data behind it. Its text reads: "You have a 15% chance to receive 100% increased Merchant's Favor when you turn in a crate to the Azeroth Commerce Authority or Durotar Supply and Logistics." The beta client does carry a currency called Merchant's Favor, currency id 3402, described as "Worth a considerable amount of gold and thus used as an interim currency among high-traffic merchant organizations." Members of the same two organisations, the description says, "would be willing to trade for this."

The client's cost table has 45 price rows that charge Merchant's Favor, from 15 up to 6,000 units, so whatever it buys, it buys a lot of it. What we cannot see is what each row sells or how many Favor a crate gives. Until those are known, Performance Bonus is a perk you take because it sits on the path to something else, not for its own value. It needs Bountiful Harvest first, so a gatherer who maxes Bountiful Harvest is one step away from it anyway.

A spending order for gold makers

With a cap of 16 points per character at launch, a gatherer's plan fits neatly: five ranks of Bountiful Harvest, two of Bartering, five of Reinforce or Working Overtime, and four left for comfort. Here is the order we would buy in.

  1. Bountiful Harvest, all five ranks, if you gather at all. It is open from the start, and five ranks also unlock Bartering and Performance Bonus.
  2. Bartering, both ranks. Mounts alone make it worth the points.
  3. Working Overtime if you plan to level crafting professions, because those are where the profession Legacy points come from.
  4. Reinforce if you die a lot. Less durability loss means smaller repair bills.
  5. Skip Frequent Flier and Reagent Economy on this character. Each one needs 10 points already spent in its own tree plus one more for the perk, so 11 points. After the 7 points of Bountiful Harvest and Bartering you have 9 left, which is not enough to reach either one. They belong on a character built around them.

The gate arithmetic is worth doing before you click anything. Here is what each deep perk really costs under the 16 point cap.

Deep perkPoints needed in its tree firstTotal for the perkLeft over from 16
Dedicated Study (after Bartering)10115
Frequent Flier (after Field Guide)10115
Reagent Economy (after The Quick and the Dead)10115
Bartering57 at full rank9
Performance Bonus (after Bountiful Harvest)58 at full rank8

That table says a character can take at most one of the three 11 point perks, and only by spending most of its budget in a single tree. A gatherer who wants Dedicated Study as well can get there inside one tree: Bountiful Harvest 5, Bartering 2, Luremaster 2 and one rank of anything else makes 10, and Dedicated Study is the eleventh point.

The perks that do not return gold, such as Well Rested, Talented and For Great Honor, are still good. They just belong in your plan for reasons other than money.

Choosing perks by how you play

Points are scarce for a single character, so the order you buy in matters more than the final picture.

The gatherer. If you level with Mining and Herbalism or Mining and Skinning, Bountiful Harvest is your first five points, full stop. It is open from the start, it boosts the only part of your gathering that the market pays well for, and those five points unlock Bartering. After that, Bartering's two ranks, then Reinforce if you are levelling solo and dying now and then.

The crafter. Working Overtime first. A 10% better chance of a skill increase means fewer wasted materials on every recipe that is turning yellow, and your Legacy points from professions only arrive at 150, 225 and 300 skill. Five ranks of Working Overtime unlock Bartering and Master Chef. Cooks should then take Master Chef, because a 30% chance of an extra result is a straight discount on every cooking reagent.

The alt player. Well Rested and Talented make each new character faster, and faster levelling is the cheapest gold there is: you reach the zones with valuable materials sooner. Frequent Flier halves flight costs, but it costs 11 points in the levelling tree (10 spent, then the perk), so it only fits a character that skips the gold perks entirely.

The raider. Reagent Economy if your class burns reagents, which means putting 11 of your 16 points in that tree, Gourmand for longer food buffs, Diplomat for faster reputation. None of these earns gold, but all of them stop gold from leaking out.

Mistakes to avoid

  • Spending points before you know your professions. Legacy points are account wide, and the profession points come from crafting milestones. Decide your long term professions first.
  • Assuming the text is the full value. The client gives one line of text per perk. For multi rank perks we do not know if "100%" or "10%" is per rank or at max rank. Check the in game tooltip at rank one before committing five points.
  • Forgetting the gates. Several perks need 5 or 10 points spent in the same tree. Plan the path, not just the destination.
  • Counting on all 65 points. Most of them come from levelling nine classes, PvP and raids, and even with all of them a character can only spend 16 at launch.
Requirements
Unlock
Account wide Legacy system
Cost
1 Legacy Point per rank
Points
65 challenges in the client, 1 point each
Group
Any

Changelog

  • 2026-10-08: First version. Perks, ranks, gates and challenges from our Legacy extracts of the beta client (build 70058). Item fields from build 70291. Scan prices from player scans of the beta Auction House.
  • 2026-10-08: Review pass: corrected the spending order (Frequent Flier and Reagent Economy each cost 11 points and do not fit beside the gatherer core under the 16 point cap), added the gate cost table, clarified that all three trees share one point currency, and quoted the adventure questline as the client names it.

How this guide was written

Prices on this page are read live from TheWoWDB Auction House tables when the page loads. Item names, icons, zones and art come from our own datamine of the game client. We do not publish gold-per-hour numbers for any route nobody has walked and timed, so where a rate would go this page says so. WoW Forever is in beta: every fact here is labelled with the client build it was read from and can change before launch. Read the full method or the about page.

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