This is where
Alchemy gets REALLY interesting.
Blizzard didn't just add a handful of new Potions and call it a day. There are entire new consumable families for Healing, Spell Damage, Attack Power, and even some pretty unusual utility effects. A lot of the existing Classic consumables are still around too, so Alchemists have a HUGE variety of options depending on what they're doing.
The biggest change is obviously the removal of traditional Healing Potion crafting, which now belongs to
First Aid. However, Alchemists get their own alternative with Discolored Healing Potions, which work VERY differently from normal Healing Potions.
We'll break down the important Potion families, what they actually do, and which ones are worth paying attention to.
Mana Potions
Mana Potions are still one of the most useful things you can make with
Alchemy, especially if you're playing a class that burns through Mana while leveling or running Dungeons.
Unlike Healing Potions, the normal Mana Potion progression remains part of Alchemy in WoW Forever.
Potion | Materials |
|---|
Minor Mana Potion
| 1 Mageroyall, 1 Peacebloom |
Lesser Mana Potion
| 1 Mageroyal, 1 Stranglekelp |
Mana Potion
| 1 Stranglekelp, 1 Kingsblood |
Greater Mana Potion
| 1 Khadgar's Whisker, 1 Goldthorn |
Superior Mana Potion
| 2 Sungrass, 2 Blindweed |
Major Mana Potion
| 3 Dreamfoil, 2 Icecap |
Materials exclude vendor purchased Vials. There's nothing particularly complicated about these. You drink one, restore Mana, and continue casting. However, Mana Potions are also one of those consumables that players will constantly need more of. Healers, Casters, and even Mana using physical classes can burn through A LOT of them, especially during longer Dungeon and Raid encounters.
I'd recommend keeping a stack for yourself if you're playing any type of Caster or Mana user. And if you're trying to make gold, pay attention to which ranks players are actually buying instead of automatically crafting the highest one available.
Discolored Healing Potions
Normal Healing Potions are now crafted through
First Aid, but Alchemists have access to an alternative family called Discolored Healing Potions. These Potions restore Health instantly, but there's a pretty nasty catch. You suffer 75% of the Health restored as damage over time, with the negative effect appearing as either a Poison or Disease.
For example, Discolored Healing Potion restores 600 to 680 Health instantly, but you'll suffer 75% of that amount afterward, over either 6 or 12 seconds depending on the effect.
That means you're getting a MUCH smaller net heal if you take the full downside. The obvious advantage is getting Health immediately when you're about to die. Even if some of that Health is lost afterward, surviving the next few seconds can be worth the trade.
There are six versions in the progression:
Potion | Materials |
|---|
Minor Discolored Healing Potion
| 1 Peacebloom, 1 Murloc Eye, Vial |
Lesser Discolored Healing Potion
| 1 Briarthorn, 1 Murloc Eye, Vial |
Discolored Healing Potion
| 1 Bruiseweed, 1 Murloc Eye, Vial |
Greater Discolored Healing Potion
| 1 Kingsblood, 1 Murloc Eye, Vial |
Superior Discolored Healing Potion
| 1 Sungrass, 1 Murloc Eye, Vial |
Major Discolored Healing Potion
| 1 Plaguebloom, 1 Murloc Eye, Vial |
Every recipe uses
Murloc Eye, which makes those Eyes worth saving while you're leveling.
Another interesting possibility is how these Potions interact with Poison and Disease removal. Since their downside is applied through those effects, classes that can remove them might have some VERY interesting interactions.
I wouldn't assume you can completely bypass the downside just yet, though. That needs proper testing, especially with the different effects and possible interactions with cleansing abilities.
The recipes themselves are also unusual. Several are taught by special NPCs like Odd Child and Apothecary Renferrel rather than your normal Alchemy Trainers.
Mender's Potions
Mender's Potions are an entirely new consumable family designed for Healers. Instead of restoring Health, these Potions temporarily increase your Spell Healing for 30 seconds, giving you extra throughput during periods where your group is taking a lot of damage.
Potion | Alchemy Skill |
|---|
Minor Mender's Potion
| 30 |
Lesser Mender's Potion
| 80 |
Mender's Potion
| 130 |
Greater Mender's Potion
| 180 |
Superior Mender's Potion
| 230 |
Major Mender's Potion
| 280 |
The regular
Mender's Potion, for example, provides 31 additional Spell Healing for 30 seconds.
That's a pretty nice option for Healers, especially during Dungeon bosses where you're expecting heavy group damage or need to pump out as much Healing as possible. I could also see these being VERY useful in PvP, where a short window of stronger Healing might be enough to keep someone alive through a big damage push.
One thing worth remembering is that you don't necessarily need to be an Alchemist to benefit from these. You can buy the finished Potions from other players, which gives Alchemists another potential market. Some recipes are obtained from enemy drops, while others come from trainers or Merchant's Favor vendors. The higher level versions still need further testing because their recipe availability isn't fully documented.
Spellblasting Potions
Spellblasting Potions are basically the caster version of Mender's Potions.
Instead of increasing Healing, they increase your Spell Damage for 30 seconds, making them useful for
Mage,
Warlock,
Priest,
Druid,
Shaman, and other builds that rely heavily on damaging spells.
Potion | Alchemy Skill |
|---|
Minor Spellblasting Potion
| 35 |
Lesser Spellblasting Potion
| 85 |
Spellblasting Potion
| 135 |
Greater Spellblasting Potion
| 185 |
Superior Spellblasting Potion
| 235 |
Major Spellblasting Potion
| 285 |
What's interesting here is that these Potions give Casters an offensive consumable they can use during a specific damage window rather than relying entirely on longer duration Elixirs. For example, if you're playing
Warlock and want additional damage during a boss fight, you could save your Spellblasting Potion for the point where you'll get the most benefit from it.
The downside is that Spellblasting Potions use a 2 minute cooldown, so there's an actual decision to make between using one for extra damage or saving your Potion cooldown for Mana or something defensive. Another important detail is that the recipe sources change as you progress. The early versions come from enemy drops, while the regular Spellblasting Potion is purchased using Merchant's Favor. Higher versions have other acquisition requirements, and some still need verification.
Frenzy Potions
Frenzy Potions are the physical damage equivalent of Spellblasting Potions. They temporarily increase your Attack Power for 30 seconds, making them useful for
Warrior,
Rogue,
Hunter, and physical damage builds from other classes.
Potion | Alchemy Skill |
|---|
Minor Frenzy Potion
| 40 |
Lesser Frenzy Potion
| 90 |
Frenzy Potion
| 140 |
Greater Frenzy Potion
| 190 |
Superior Frenzy Potion
| 240 |
Major Frenzy Potion
| 290 |
The regular
Frenzy Potion gives 28 Attack Power for 30 seconds, while
Major Frenzy Potion currently provides 80 Attack Power for 30 seconds. These are especially interesting for physical DPS classes because they give you another way to increase your damage during important moments.
For example, if you're playing
Rogue or
Warrior, using one during your offensive cooldowns could be a nice little damage increase. Same thing for
Hunter during a boss fight where you know you'll have uninterrupted uptime. I could also see these being popular in PvP, especially for players who want to squeeze out as much damage as possible during a short burst window.
Just remember that these are temporary buffs, not replacements for your normal Elixirs or other consumables. You still need to think about whether that extra damage is worth spending your Potion cooldown.
Utility and Offensive Potions
Not every Potion in
Alchemy is about restoring resources or increasing your stats. Some of the most interesting consumables provide wildly different effects, and WoW Forever adds several new ones that could be REALLY useful.
Some that are worth knowing about:
Potion | What It Does |
|---|
Swiftness Potion
| Temporarily increases movement speed |
Free Action Potion
| Provides protection against Stuns and movement impairing effects |
Invisibility Potion
| Provides temporary Invisibility |
Limited Invulnerability Potion
| Temporarily protects against physical damage |
Restorative Potion
| Periodically removes certain harmful effects |
Disorienting Smog Potion
| Creates a cloud that reduces enemy Hit Chance |
Caustic Smog Potion
| Creates a damaging cloud that deals Nature damage |
Dragonfire Potion
| New Forever combat Potion |
Potion of Venomous Blood
| New Forever combat Potion |
Potion of Elemental Purging
| New Forever specialty Potion |
Potion of Beast Slaying
| New Forever specialty Potion |
Disorienting Smog Potion creates a cloud that lasts 8 seconds and reduces the Hit Chance of enemies standing inside it by 10%.
Caustic Smog Potion is the offensive version, creating a cloud that lasts 12 seconds and deals 31 to 35 Nature damage every second to enemies inside it.
These are MUCH different from normal Potions since you're placing an effect on the ground rather than simply giving yourself a temporary buff. I could see these being pretty interesting for AoE situations, especially when enemies stay grouped together. However, their actual usefulness will depend heavily on how they interact with enemies, positioning, and cooldowns.
Some of the other new specialty Potions also need proper testing before I'd recommend them for specific encounters. We have their recipes and materials in the game data, but that doesn't mean we should assume every tooltip and interaction is working perfectly yet.
Protection Potions
Protection Potions are still a HUGE part of
Alchemy, especially once you start getting into harder Dungeons, Raids, and PvP.
These Potions help protect you against specific types of damage, making them situationally powerful depending on what you're fighting.
Damage Type | Regular Potion | Greater Potion |
|---|
Fire | Fire Protection Potion
| Greater Fire Protection Potion
|
Frost | Frost Protection Potion
| Greater Frost Protection Potion
|
Nature | Nature Protection Potion
| Greater Nature Protection Potion
|
Shadow | Shadow Protection Potion
| Greater Shadow Protection Potion
|
Holy | Holy Protection Potion
| Greater Holy Protection Potion
|
Arcane |
| Greater Arcane Protection Potion
|
The important thing about Protection Potions is that they're not something you'll necessarily use every time you log in. They're consumables you bring for specific situations. If you're fighting a boss that deals A LOT of Fire damage, a Fire Protection Potion can be incredibly valuable. Same thing with Frost, Shadow, Nature, or other damage types.
This also makes them interesting for gold making because demand can change depending on which encounters players are progressing through. I'd recommend keeping a few of the important Protection Potions around, but I wouldn't go crazy crafting hundreds of them without knowing which ones players actually need.
Elixirs
Elixirs are still one of the biggest parts of
Alchemy, and WoW Forever added a TON of new options. In Classic, you already had popular choices like
Elixir of the Mongoose,
Greater Arcane Elixir, and
Elixir of the Sages. Those are still relevant, but Forever expands the available stats considerably.
There are now new Elixirs for Spirit, Intellect, Strength, Healing, Mana regeneration, and several other offensive and defensive stats.
Some of the more notable new recipes:
Elixir Family | Examples |
|---|
Spirit | Elixir of Minor Spirit, Elixir of Lesser Spirit, Elixir of Spirit, Elixir of Greater Spirit
|
Intellect | Elixir of Lesser Intellect, Elixir of Intellect
|
Mana Regeneration | Minor Mageblood Elixir, Lesser Mageblood Elixir, Greater Mageblood Elixir
|
Healing | Minor Cleric's Elixir, Lesser Cleric's Elixir, Cleric's Elixir, Greater Cleric's Elixir
|
Fortitude | Elixir of Fortitude, Elixir of Greater Fortitude
|
Strength | Elixir of Strength, Elixir of Greater Strength
|
Spell Damage | Minor Arcane Elixir, Lesser Arcane Elixir
|
Specialized Elixirs | Elixir of Cunning, Elixir of the Phalanx, Elixir of Ferocity, Elixir of the Grizzly
|
This is a pretty big improvement because different classes and builds have more options for which consumables they want to use. Healers get additional Healing and Mana regeneration options. Casters have more ways to increase their Spell Damage or primary stats, while physical classes get additional offensive and defensive consumables.
There are also more specialized endgame Elixirs, including Elixir of the Honey Badger, Elixir of the Mage-Lord, Elixir of the Ironside, and Elixir of Alacrity.
These higher level recipes use new Forever materials like Hive Thistle, along with other special reagents. Several also require materials that aren't fully identified in the recipe spreadsheet yet. Another important detail is that many of the new Elixir recipes are locked behind Merchant's Favor vendors rather than being taught directly by normal trainers.
That means simply reaching 300
Alchemy won't just automatically give you access to every important Elixir. You'll still need to collect recipes, unlock the appropriate vendors, and gather the necessary materials.
We'll cover those requirements in the Merchant's Favor section.