Gold and profession planner
Pick two professions and your level: the planner totals the materials and gold to reach the skill cap, shows how many gathering hours replace buying them, and what the pair sells at 60. Gold costs are launch-economy estimates (first six weeks) and come down as supply builds; the economy page tracks live prices.
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Gold per hour by level
| Levels | Best gathering | What sells | Gold/hr |
|---|---|---|---|
| 1–20 | Skinning + Mining or Herbalism | Light Leather, Copper/Tin bars, Peacebloom, Silverleaf, Earthroot, linen from humanoids | 2–5 g/hr; stacks sell to crafters leveling the first week |
| 20–35 | Herbalism (Briarthorn, Bruiseweed, Wild Steelbloom, Kingsblood) · Mining (Iron, Gold) · Skinning (Medium Leather) | Kingsblood and Wild Steelbloom feed Alchemy and Blacksmithing; Iron is the first bottleneck | 5–10 g/hr |
| 35–50 | Mining (Mithril, Truesilver) · Herbalism (Fadeleaf, Goldthorn, Khadgar's Whisker, Sungrass) · Skinning (Heavy/Thick Leather) | Mithril and Truesilver for the 40s gear everyone wants; Goldthorn for Elixir of Agility | 10–20 g/hr; Truesilver nodes are the first real payday |
| 50–60 | Herbalism (Dreamfoil, Mountain Silversage, Plaguebloom, Black Lotus) · Mining (Thorium, Arcane Crystal) · Skinning (Rugged Leather, Devilsaur) | Flask and consumable herbs, Arcanite transmutes, Devilsaur leather for the leatherworking set | 20–40 g/hr; Black Lotus and Arcane Crystals are lottery tickets |
| 60 (raiding) | Alchemy transmutes (Arcanite, daily cooldown) · Enchanting disenchants · Engineering consumables · Tailoring bags | Arcanite Bars sell every day; Mooncloth cooldown; Greater Fire Protection Potions for the first raids | Steady 10–30 g/day from cooldowns plus whatever you farm |
What each crafting profession sells at 60
| Profession | Money makers |
|---|---|
| Alchemy | Elixir of the Mongoose, Flask of the Titans, Major Mana Potion, transmutes (Arcanite daily) |
| Blacksmithing | Thorium armor, Arcanite Reaper (BoE), sharpening stones, Mithril Spurs |
| Enchanting | Crusader, +15 Agility weapon, Spellpower, +22 Intellect; disenchant dungeon greens |
| Engineering | Thorium Grenade, Goblin Sapper Charge, Gnomish Battle Chicken, Dense Dynamite, Target Dummies |
| Leatherworking | Devilsaur Set (BoE), Core armor kits, Hide of the Wild, Volcanic set |
| Tailoring | Mooncloth (4-day cooldown), Runecloth bags, Truefaith Vestments, Robe of the Archmage |
Pairs that work
- Herbalism + Alchemy: self-supplied potions, flasks for raiding, the Arcanite transmute cooldown pays for itself.
- Mining + Engineering: the PvP and raid utility profession; grenades and sappers sell every week.
- Mining + Blacksmithing: expensive to level, best for plate wearers who want Arcanite Reaper or the Thorium sets.
- Skinning + Leatherworking: cheapest crafting pair; Devilsaur gear is the pre-raid DPS standard and sells.
- Tailoring + Enchanting: the caster classic: cloth drops anyway, greens become dust; Mooncloth and Runecloth bags are steady gold.
- Two gatherers (Herbalism + Mining): pure gold while leveling; swap one for a crafter at 60 when you can afford it.
Material lists are Classic 1.12 leveling paths (recipes are unchanged in the beta); gold costs are launch-week estimates and fall fast. Profession picks by class on the professions page. Data from talentsforever.com (CC BY 4.0), read from the WoW Forever beta client, build 1.60.1.70630. Updated 2026-10-31. World of Warcraft is a trademark of Blizzard Entertainment; this is a fan site.