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Guide - the build side of income

What Legacy Points Do to Your Gold

Legacy perks are usually discussed as a power system. They are also a budget: the same pool of points can be spent on what a route yields, on what a crafting pair spends, or on neither. This is what the beta tree looks like from the money side, and where it is still unreadable.

A fixed pool, spent once per evening's worth of value

The current beta build hands a character 16 Legacy points to distribute. That figure belongs to a test client and has been adjusted before, so treat it as the shape of the system rather than the final allowance. What matters more than the count is that the pool is shared. Points put into a gathering yield rank are not available for anything else, and the tree does not separate economic ranks from the rest into their own budget. Every perk that raises income is paid for with something you did not take.

That makes the first question a planning one rather than a shopping one. A character who gathers for a living and a character who gathers between quests are not choosing between the same perks, because the yield rank only returns value in proportion to the hours actually spent on a route. The same point spent by someone who logs in for dungeons returns close to nothing. None of this is visible in the tooltip, which describes a percentage and not the hours behind it.

Reallocation has its own bill, kept apart from the class trainer's: resetting Legacy talent points is charged on its own terms, and that charge is the reason a point is worth thinking about twice before it is spent.

The income side: yield ranks and one perk that is offline

The clearest economic line in the tree is Bountiful Harvest, 5 ranks, up to 20 per cent more scarce materials. It pays on the materials that stay scarce rather than on everything a route produces, which lines it up with ore and herbs rather than with the trades that flood the early market. For a character whose evening is a gathering loop, this is the one perk with an arithmetic you can actually do: the same loop, the same travel time, a larger pile at the end of it.

Luremaster, the fishing line, is a different case. It appears in the interface on the current beta build and does nothing in play. The bonus described does not show up while fishing, and nothing published says when that will change. We leave it out of every income plan for that reason, and the exclusion is why fishing is missing from the brackets in making gold level by level.

Both perks sit in a tree that is being tuned. Rank counts and percentages on a test client move, and the ones quoted here are the ones currently readable. We are not going to extrapolate them into a gold figure, because the hours and the route do more work in that sum than the perk does.

The expense side, and the perks aimed at 2 crafting trades

The newer discussion is about characters carrying 2 crafting professions rather than the usual gather-and-craft pair. Perks described as serving that build are being talked about across several beta days, and the economic argument behind them is straightforward: a double crafter buys every material it uses, so anything that reduces consumption or improves what a craft returns lands on the expense side instead of the income side. That is a different kind of gold than a yield rank produces, and it is harder to notice, because nothing new appears in the bags.

Where we stop is the detail. We have not seen a stable list of what those perks do, at what rank, or whether they survive the next build, and we are not going to reproduce numbers that we cannot read in a client ourselves. What is safe to say is the direction: a tree that rewards double crafting reduces the standing advantage of keeping a gathering slot, and that changes the maths behind picking a gathering trade for anybody still choosing.

The rank-by-rank breakdown as it currently reads lives with the other ranks in the Legacy tree, and what points themselves are charged for is kept separate under what Legacy points cost.

The power argument is an economic argument

Most of the forum traffic about Legacy is not about gold at all. It is about whether the tree should add character power, and how much. From the money side that debate decides one thing: the exchange rate between a point spent on income and a point spent on performance. If the combat ranks are strong, every yield rank costs real capability in a group, and gatherers pay for their harvest bonus in raid utility. If the combat ranks are weak, the economic ranks become the obvious default and the tree stops being a choice.

Neither outcome has been settled. Blizzard has not published a position on the balance between the 2 halves, and the ranks on test have already changed shape more than once. Our reading, labelled as ours: the system is easier to understand as a tax on specialisation than as a bonus. You are not being handed extra gold, you are being asked what you will give up for it.

That framing matches the rest of this ruleset, where an economy with no Token makes every coin somebody's hours, and the build is one more place where those hours are allocated.

Questions

How many Legacy points does a character get?

The current beta build grants 16 points. That number sits on a test client and has moved before, so it describes the current state of the system rather than a launch figure. Plan around the fact that the pool is finite and shared between economic and non-economic ranks, not around the count itself.

Is Bountiful Harvest worth the points?

It depends entirely on how much of your playtime is actually spent gathering. The perk gives up to 20 per cent more scarce materials across 5 ranks, which is meaningful on a route you walk for hours and close to meaningless if you gather only between quests. The percentage is applied to scarce materials, so it tracks ore and herbs more than the raw volume everything else produces.

Should a double crafter take Legacy perks instead of a gathering slot?

We cannot answer that with numbers yet. Perks aimed at characters running 2 crafting trades are being discussed from the beta, but the detail is not stable enough to quote, and the value of a gathering slot depends on prices that do not exist until the realms open. The direction is clear enough to watch; the arithmetic is not.

Can points be moved once they are spent?

Yes, and the reset is charged separately from a class trainer's talent reset. Because of that, the practical advice is to treat the first allocation as reversible but not free, and to put points into the ranks that match how you actually spend an evening rather than how you intend to.

Sources

  • Blizzard's own material on the Forever ruleset, including the BlizzCon Deep Dive coverage the profession and Legacy sections are built on — World of Warcraft official site.
Revisions

What changed on this page

  • 9 Oct 2026First version: Legacy points read as a budget, with the yield ranks, the dual-crafter discussion and the power argument kept apart from each other.