Guide
How to get WoW Forever Legacy points fast, which alts to make, and which perks to buy
Every Legacy challenge pays once per account, so the fastest 16 points come from several characters. Four plans to the cap, a planner that flags repeats that earn nothing, and the perks to buy for leveling, Hardcore, raids and gold.

Every Legacy challenge pays one point, once, for the whole account. “Reach level 25 for the first time on a Warrior.” “Reach 150 skill in Tailoring for the first time.” That one rule decides every plan. A second Warrior earns nothing, and neither does a second Tailor. So the fastest way to the 16-point cap isn’t one character going a long way. It’s a few characters that each do something no one on the account has done yet.
This guide is the strategy. If you want the system itself first (what the 65 challenges are, how the perks work, what carries over), read the Legacy system explained. Everything here comes from the launch client, build 70790, unless it says otherwise.
The rules a plan has to follow
- One point per challenge, once per account. A class at 25, 45 and 60, and a crafting profession at 150, 225 and 300, each count the first time anyone on the account gets there.
- Only the six crafts pay. Alchemy, Blacksmithing, Enchanting, Engineering, Leatherworking and Tailoring. Gathering, Cooking, Fishing and First Aid earn nothing, but they feed the crafters.
- Every character spends the full pool. The cap is 16 points per character. Once the account has earned 16, every character you make, old or new, can spend all 16.
- Training levels set the pace. In the beta, Journeyman (150) needed level 10, Expert (225) level 20 and Artisan (300) level 35, as in Classic. So a level 25 character can reach Expert, but not Artisan.
- One server, one faction, every class. In WoW Forever both factions can play all nine classes: Undead Paladins and Tauren Druids for the Horde, Dwarf Shamans and Night Elf Druids for the Alliance. A whole roster fits on one server, so the gatherers can mail materials to the crafters.
- Normal, PvP and RP share it all. Bajheera’s new Horde characters on a PvP server got Deadmines credit his Alliance characters had earned on another server.
- Hardcore is separate. More on that below.
Build your roster
Pick a plan to start from, or build your own. Each character shows the points it earns for the first time. When a character repeats something another one already earned, the planner says so, and the point it would have earned doesn’t count. The tabs under the total show what those points buy.
Your characters
+8
+5
+3
Feeds the crafters, earns nothing
For the whole account
16/ 65
Legacy points earned
Every character on the account can spend all 16 points.
Reward track
9 more points to Spectral Bear Cub.
What 16 points buy
Open this build in the perk plannerThe 65 challenges
Four plans to 16
The four-alt workshop: nobody past 25
Four new classes reach 25, and between them they take all six crafts to Expert. That’s 4 class points and 12 profession points: the full 16 without a single dungeon. Three alts craft and the fourth gathers, mailing ore and leather to the others.

Mage
Level 25
+5
TailoringExpert, 225
EnchantingExpert, 225

Warrior
Level 25
+5
BlacksmithingExpert, 225
EngineeringExpert, 225

Rogue
Level 25
+5
LeatherworkingExpert, 225
AlchemyExpert, 225

Hunter
Level 25
+1
Miningno points
Skinningno points
- 6All six crafts at Journeyman (level 10)
- 12All six at Expert (level 20)
- 16All four reach 25
The pairs matter. Tailoring and Enchanting feed themselves: cloth drops as you level, and the tailored greens get disenchanted. Blacksmithing and Engineering both eat ore, so the gatherer takes Mining. Leatherworking needs the gatherer’s Skinning too. Alchemy is the one that needs herbs from the Auction House, unless you swap the gatherer’s Skinning for Herbalism and buy leather instead.

The two-alt workshop: a crafter main and two alts
If your main already has two crafts, it can carry half the plan. The main takes both to Artisan on the way to 45, and two alts at 25 cover the next three crafts. Engineering stays out, since five crafts are enough.

Priest
Level 45
+8
TailoringArtisan, 300
EnchantingArtisan, 300

Warrior
Level 25
+5
BlacksmithingExpert, 225
AlchemyExpert, 225

Hunter
Level 25
+3
LeatherworkingExpert, 225
Skinningno points
- 2Main: Journeyman in both crafts
- 5Main: Expert in both, level 25
- 8Alts: Journeyman
- 11Alts: Expert
- 13Alts reach 25
- 16Main: level 45 and both Artisans
The Hunter is the right class for Leatherworking and Skinning. It wears leather until 40, so what it crafts on the way to 25 is armor it wears, and its pet holds the mob while it skins. Quivers and ammo pouches come from Leatherworking too. The main feeds both alts: bags from Tailoring and enchants from Enchanting, and the alts’ cloth goes back to the main.
No professions at all
If you don’t want to craft, levels and dungeons get there. All nine classes reach 25, five of them go on to 45, and the 45s clear the Novice and Experienced Spelunker dungeons on the way.

Warrior
Level 45
+2
- No professions

Paladin
Level 45
+2
- No professions

Hunter
Level 45
+2
- No professions

Rogue
Level 45
+2
- No professions

Priest
Level 45
+2
- No professions

Shaman
Level 25
+1
- No professions

Mage
Level 25
+1
- No professions

Warlock
Level 25
+1
- No professions

Druid
Level 25
+1
- No professions
The account
Any character can do these
+2
Novice Spelunker
Experienced Spelunker
- 9All nine classes reach 25
- 10Novice Spelunker (Excavation Site opens at 26)
- 15Five reach 45
- 16Experienced Spelunker
Experienced Spelunker isn’t a low-level challenge. Its list includes the new Drowned City (35 to 40) and Krol’dok Stronghold (40 to 45), so a character in its 40s finishes it. Novice Spelunker needs Excavation Site: Wetlands, which opens at 26, so a level 25 character can’t finish that one either.
One character, the long way
Blizzard says a single character can reach 16, and it can, but only at 60 and past it. Level 60, two crafts at Artisan and all three Spelunkers make 12. Explorer, Lord Valthalak Laid to Rest, an Onyxia kill and PvP Rank 3 make the last four.

Priest
Level 60
+9
TailoringArtisan, 300
EnchantingArtisan, 300
The account
Any character can do these
+7
Novice Spelunker
Experienced Spelunker
Master Spelunker
Conqueror of the Wilds
Lord Valthalak Laid to Rest
Explorer
Rank 3
- 1Level 25
- 5Both crafts at Expert
- 6Novice Spelunker
- 10Level 45, both Artisans, Experienced Spelunker
- 12Level 60, Master Spelunker
- 16Explorer, Valthalak, Onyxia, Rank 3
It works, but every point arrives on the character that needed the perks least. In the workshop plans, the perks come while you’re still leveling.
Spend as the points arrive
Spend each point the moment you earn it, because the next character levels with it. On a workshop plan, the first five points go into Well Rested, and every alt after that levels on rested XP that builds 20% faster.

That’s the trick that makes a roster plan fast: rotate. Log each character out in an inn and play another, so whoever you pick up next has a full rested bar. With Well Rested at 5 the bar fills faster and holds more.
For leveling
KallTorak played this build in the beta. Well Rested goes first, because Talented needs it, then talent points from level 5, then health and mana back on every kill.
5/5Well Rested Adventure · from point 1
Your rested experience accumulates 20% faster and your rested experience cap is increased by 20%.
5/5Talented Adventure · from point 6
You gain talent points every level starting at level 5 instead of starting at level 10, but you still may not have more than 51 total talent points.
5/5Thrill of Adventure Adventure · from point 11
You gain 5% of your maximum Health and Mana over 10 sec each time you deliver the killing blow to a non-trivial enemy. Ineffective in dungeons, raids, and battlegrounds.
1/2Field Medicine Adventure · from point 16
Reduces the duration of the Recently Bandaged effect by 5 sec when you use a bandage. Ineffective in dungeons, raids, and battlegrounds.
For Hardcore leveling
Survival first. Thrill of Adventure keeps you topped up between pulls, Field Medicine lets you bandage again sooner, and High Alert sees stealthed mobs and players as if you were two levels higher.
5/5Thrill of Adventure Adventure · from point 1
You gain 5% of your maximum Health and Mana over 10 sec each time you deliver the killing blow to a non-trivial enemy. Ineffective in dungeons, raids, and battlegrounds.
5/5Well Rested Adventure · from point 6
Your rested experience accumulates 20% faster and your rested experience cap is increased by 20%.
2/2Field Medicine Adventure · from point 11
Reduces the duration of the Recently Bandaged effect by 10 sec when you use a bandage. Ineffective in dungeons, raids, and battlegrounds.
2/2High Alert Adventure · from point 13
Increases your ability to detect nearby targets with Stealth as if your level were increased by 2. Ineffective in Battlegrounds.
2/5Talented Adventure · from point 15
You gain talent points every level starting at level 8 instead of starting at level 10, but you still may not have more than 51 total talent points.
At level 60, for raids
Longer food buffs, longer group buffs, faster reputation and no vendor reagents for class spells. Reagent Economy needs 10 points in the tree and The Quick and the Dead fully ranked first, so those come before it.
3/3Gourmand Resourcefulness · from point 1
Increases the duration of beneficial effects from eating food by 100%.
3/5Reinforce Resourcefulness · from point 4
You take 24% less durability loss when you die.
2/2Permanence Resourcefulness · from point 6
Your class abilities which grant long-duration stat or attribute benefits to all party or raid members last 100% longer, and the benefits you gain from resting at a camp last 100% longer.
5/5Diplomat Resourcefulness · from point 8
Increases your reputation gains by 10%.
2/2The Quick and the Dead Resourcefulness · from point 13
Increases movement speed while dead by 10% and your helpful spells and abilities cost no resources for 2 min after being resurrected or until you enter combat.
1/1Reagent Economy Resourcefulness · from point 15
Your class abilities no longer require reagents purchaseable from vendors.
For gold and crafting
More skill-ups, more Scarce materials from gathering, cheaper vendors and +1 skill in your lowest profession.
5/5Working Overtime Professions · from point 1
Increases your chance to gain a skill increase from using any primary, secondary, or class-based tradeskill by 20%.
5/5Bountiful Harvest Professions · from point 6
You are 100% more likely to discover Scarce materials from Mining, Herbalism, and Skinning.
2/2Bartering Professions · from point 11
Reduces the gold price of items from all vendors by 10%.
1/1Dedicated Study Professions · from point 13
Increases your skill by 1 in your lowest tradeskill among your Primary and Secondary tradeskills. If you have already reached 300 skill in your two current Primary Tradeskills and all three Secondary Tradeskills, you will gain 2 to 4 of a random Elemental Essence.
3/3Performance Bonus Professions · from point 14
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.
Past 16: the bear and the empty slots
The reward track counts every point you earn, not only the ones past 16. Innkeeper Wiley in Ratchet hands the rewards out: the Replica Ironforge Air Rifle at 15, the Spectral Bear Cub at 25, the Spectral Bear Tabard at 40 and the Reins of the Spectral Bear, a mount, at 55.
55 is most of the 65. It takes level 60 on most classes, all three Spelunkers, the raids and a good part of the PvP challenges. The 16 you can spend never asks for any of that.
The cap may not stay at 16. The game calls it “your current seasonal cap”, and each of the three trees has two empty slots marked “To be added in a future update”. That reads like a cap that will rise, though Blizzard hasn’t said so. If it does, points you’ve already earned should be ready to spend.
Hardcore: the same plan counts twice
Hardcore keeps its own Legacy. Points earned on Normal, PvP or RP don’t count there. Points earned in Hardcore count there and on every other ruleset too. PvP challenges can’t be done in Hardcore, so Blizzard says Hardcore gets 12 challenges of its own. They aren’t in the client yet.
That makes Hardcore the best place for any first-time milestone you haven’t done yet: a new class at 25, or a craft at Expert, counts on both sides at once. A workshop run on Hardcore when it opens (Blizzard says winter) builds both pools together. It also means four characters reaching 25 without dying.
Or split it. Run a workshop now for the perks you level with, and keep a few classes and crafts untouched for a Hardcore workshop later.
Questions
What is the fastest way to get 16 Legacy points in WoW Forever?
Spread the challenges across a few characters instead of taking one to 60. Four alts at level 25 that between them take all six crafting professions to 225 earn exactly 16: four class points and twelve profession points, with no dungeons, raids or PvP.
Do you get Legacy points again if a second character levels the same profession?
No. Every profession challenge says "for the first time" and belongs to the account. Once one character reaches 150 Tailoring, no other character earns Journeyman Tailor again. The same goes for classes: a second Priest reaching 25 earns nothing.
Do gathering professions give Legacy points?
No. Only the six crafts count: Alchemy, Blacksmithing, Enchanting, Engineering, Leatherworking and Tailoring. Mining, Herbalism, Skinning, Fishing, Cooking and First Aid earn no points.
Are Legacy points shared across realms and factions?
Yes, on the Normal, PvP and RP rulesets. Hardcore is separate. Points earned there count everywhere, but nothing earned elsewhere counts in Hardcore.
Are Legacy points past 16 wasted?
No. The reward track counts every point you earn, up to the Reins of the Spectral Bear at 55. The game also calls 16 the current seasonal cap, and each perk tree has empty slots for later updates.
