Last AH scanNot yetUS · NORMAL · HORDE · via AHLEDGER
FOREVERGOLD
The market goblin's guide
Profession guide

Herbalism in WoW Forever: camp recipes and where the gold is

Herbalism gets a Greenhouse that grows herbs from seeds, and every alchemist in launch week will need 60-stack orders of the same five herbs. Here's what to pick and what to keep.

Herbalism is still the honest gathering trade: walk, pick, sell. Forever adds camp recipes, and one of them grows herbs for you. Combine that with an alchemy route that eats 60-stacks of specific herbs and you've got a launch-week plan.

TYPE
Primary · gathering
RECIPES
3
NEW IN FOREVER
3
CAMP RECIPES
3

Skill levels for 3 of 3 recipes are estimates until we can check them in game.

What's new in Forever

Three camp recipes. An Incense Candle at 17 is a group Intellect buff that doesn't stack with Arcane Intellect. A Greenhouse at 137 grows herbs over time from seeds you plant, and a Seed Hybridizer at 300 multiplies seeds or combines them into rarer tiers.

There's also a Legacy perk, Bountiful Harvest, that finds more of the new Scarce materials from gathering. We don't know yet which materials count as Scarce, so keep an eye out.

Camping3 recipes ›

Skill shown is where the recipe unlocks. Numbers are game data, not yet checked in game.

Shopping list

The Incense Candle needs one Peacebloom and one Silverleaf. That's everything herbalism itself crafts.

ITEMVENDORMINMEDIAN
Peacebloom10c——
Silverleaf10c——
— = no listings in the latest scan on US·NORMAL·HORDEPrices from AHledger
Herbalism leveling: Peacebloom, Silverleaf

Camp recipe and skill-ups

You level herbalism by picking herbs, same as ever. The only craft in our data is the Incense Candle, at skill 17 to 22.

  1. 17–22
    17202225from the trainer

Making gold while you level

Sell to the alchemy route. Our alchemy route wants 60 each of Bruiseweed, Fadeleaf, Wild Steelbloom, Arthas' Tears and Gromsblood, plus 45 Briarthorn. Every alchemist on your market needs the same numbers in the same week.

Don't dump on day one. Prices will spike as alchemists hit each wall. Sell some, bank the rest, and post again when the next herb becomes the bottleneck.

The Greenhouse could change rare herbs. If seeds turn out to be easy to get, growing your own in camp may beat flying routes. We'll know when we see what seeds drop.

Trainers and recipe vendors

What I'd actually do