What Each New Alt Costs in Forever
Forever is built around playing more than one character, and most of the money questions that follow are about storage, profession slots and which bills arrive again on every new name. This is how a roster is funded and where the shared part of it ends.
What a shared bank actually shares
The phrase people use is the account bank, and in a Classic-style build that is not what exists. Each character has its own bags, its own bank slots and its own coin purse. Nothing a gatherer brings home appears on another character by itself. What a roster shares is a route between characters rather than a container, and the route runs through mail and through a guild the players set up for themselves. That distinction decides how a second and third character are stocked.
For most rosters the guild warehouse becomes the real storage, because it holds stacks that no single character has room for and it keeps the coin where more than one person can reach it. That convenience has a price in tabs and in trust, which is the subject of gold kept in a guild vault. Mail carries the rest: ore up to the crafter, finished goods back down to whoever is selling that week.
Both routes assume the pipes are open. When they are not, a roster stops working as one unit and each character is left with whatever happened to be in its own bags, which is what a hold on mail and guild storage looks like from the inside. The same applies to coin: moving it between your own names is still a transfer, and how gold moves between characters is worth understanding before a bank alt is loaded up.
Second professions are the reason to roll another character
A quest in the low levels hands out a manual for Herbalism, Mining or Skinning for free, which means every new character is a supplier from its first hour rather than after an investment. That is the strongest economic argument for a roster: 2 gathering slots per character, and nothing paid to open them. A second name parked on a herb route adds supply to the listings without taking a slot away from the main, and the main keeps the trades it chose for crafting.
Crafting slots work the other way. A trainer has to be found, often in a capital the character did not start in, and the ladder to 225 is paid for in materials rather than in fees. Those stacks are the real cost of a crafting alt, which is set out in the material bill behind a skill-up. A roster can spread that load by putting the gathering trade that feeds a recipe on one character and the recipe on another.
Which trades to split is a judgement rather than a rule. Before committing a slot it helps to look at which trades other players picked, since a crowded supply side pays worse than a thin one, and at profession milestones that pay in Legacy progress, because a slot that returns account progress is not judged only by what it sells.
The bill that repeats on every character
Levelling costs are per character, not per account, and that is the part a roster plan usually underestimates. Everything a first character paid for, a second one pays again. The list is short and it is the same every time:
- A weapon the quest rewards did not cover, which is where weapons bought before level 20 eats the first savings.
- Bags, then bank slots, because a gatherer with no room stops gathering; bag and bank space for gatherers is spent twice on a roster.
- Trainer ranks and the steady drip of reagents a class burns weekly.
- Riding, which is charged to the character that wants it and not to the account.
Riding is the one that decides how many alts a player actually keeps. Both tiers are a per-character purchase, so a roster of 4 names that all want to travel at speed is paying that bill 4 times over, and what riding training costs is the figure to multiply before the fourth character is rolled. Most players answer this by giving speed to the characters that farm and leaving the rest on foot.
Our reading: fund the alt from its own gathering wherever possible and use the main's bank for the one-off purchases that unlock income, usually bags first and a weapon second. The alternative, treating the main as a wallet, works until the main is saving for something of its own. A fuller breakdown of the opening spend sits in funding a brand new character.
What we have not confirmed
We have not verified mail timings between characters on the same account in this build, and we are not going to quote a timer we have not watched ourselves. The same applies to guild storage: we know rosters use it, we do not have confirmed figures for tab pricing in Forever, and any number circulating on the forums is being carried over from an older client until somebody shows the vendor window.
The larger open question is how much of the account is genuinely shared. Whether progress earned on one character is available to the next changes the whole arithmetic of a roster, and until that is settled we treat Legacy progress and its gold value as a per-character assumption rather than an account-wide one. If a build changes that, the cost of the second character falls sharply and we will rewrite this section rather than hedge it.
Questions
Do my characters share one bank in Forever?
No container is shared between characters in a Classic-style build. Each character keeps its own bags, bank and coin, and goods move between them by mail or through a guild vault that the players pay for and maintain themselves.
Is a second gathering profession worth a whole extra character?
It can be, because gathering slots are handed out free in the low levels and cost nothing to open. The honest comparison is not the slot but the hours: an alt only supplies the listings while somebody is playing it, so the question is whether those hours would earn more on the main.
Does every alt have to pay for riding separately?
Riding training is bought by the character that uses it, so a roster pays that bill once per name. Most players give speed to the characters that farm or run dungeons and leave the storage alts parked in a capital where travel time does not matter.
Should the main fund the alt, or should the alt earn its own way?
Both work, and the split most rosters settle on is for the main to cover the purchases that unlock income, usually bags and a usable weapon, while everything after that comes out of what the alt gathers and sells. That keeps the main's own savings intact.
Sources
- Official World of Warcraft news feed, where Forever announcements and build notes are posted — World of Warcraft news.