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WoW Forever Guide

Alchemy Guide: 1 to 300 Leveling, Trainers and Recipes

Professions
By Crix
Updated on Oct 21, 2026
Oct 21, 2026

Alchemy Overview

What Is Alchemy?

Alchemy is one of the main crafting professions in WoW Forever and focuses on making Potions, Elixirs, Flasks, oils, transmutes, and other useful consumables and reagents.

This drastically changed the profession compared to Classic. The biggest change is that the normal Healing Potion progression has been moved over to First Aid. Instead, Alchemy gets an entire line of Discolored Healing Potions, along with new combat Potions like Mender's Potion, Spellblasting Potion, and Frenzy Potion that increase Healing, Spell Damage, or Attack Power for a short time.

There are also dozens of other new recipes, including completely new Elixirs, Flasks, dyes, special reagents, Camping items, and new Transmutes. So while Alchemy is still VERY much the consumable profession, there's WAY more going on than just making Mana Potions and raid Flasks now.

A lot of these new items are useful while you're actually leveling too, which is a pretty big improvement over the Classic version of Alchemy where some of the profession's biggest payoffs didn't really show up until later.

Why Choose Alchemy?

The biggest reason to choose Alchemy is consumables.

You're making stuff that you and other players are actually going to USE constantly. Mana Potions, Protection Potions, PvP consumables, Elixirs, Flasks, and the new Forever combat Potions all get consumed and eventually need to be replaced.

That gives Alchemy REALLY good long term gold making potential because you're not relying entirely on someone needing one specific piece of gear. If players are raiding, doing PvP, farming, leveling alts, or pushing harder content, there should always be some kind of Alchemy consumable they want.

WoW Forever also gives Alchemists more ways to make gold outside of normal consumables. There are new dyes and profession reagents, long cooldown Transmutes like Recipe: Transmute Arcanite and eventually completely new materials that other professions need.

You also get your own Camping progression with Mana Well, Fermenter, and eventually Alchemy Laboratory. The later Camping objects aren't just buffs either, since some Alchemy recipes actually require you to craft near them. So if you want a profession that gives you useful stuff for your own character while also having A LOT of things you can sell, Alchemy is easily one of the better choices.

Best Classes for Alchemy

There really isn't one class that NEEDS Alchemy more than everyone else. Every class uses consumables, so Alchemy works perfectly fine on basically anything.

Casters and healers like Mage, Priest, Warlock, Druid, Shaman, and Paladin will obviously get a ton of use out of Mana Potions, caster Elixirs, Flasks, and the new Spellblasting and Mender Potions.

Physical classes get plenty too. Warrior, Rogue, Hunter, Paladin, Shaman and physical Druid builds have offensive Elixirs, Protection Potions, utility consumables, and the new Frenzy Potions that temporarily increase Attack Power.

Tanks and PvP players also have some of the strongest reasons to keep a pile of Alchemy consumables around. Things like Protection Potions, Free Action Potion, Swiftness Potion, and other situational consumables can be insanely useful when you actually need them.

I wouldn't choose Alchemy solely because of your class. Choose it because you know you're going to USE consumables, want easy access to them, or want a profession with really strong gold making potential.

Best Profession to Pair With Alchemy

Herbalism is EASILY the best profession to pair with Alchemy.

The vast majority of Alchemy recipes use herbs, so gathering them yourself while you're already out leveling can save you a TON of gold. This gets even more important around launch when everybody is trying to level professions at the same time and basic herbs can get stupidly expensive on the Auction House.

You'll still need materials from other places. Fishing is useful because several Alchemy oils use fish, and some Forever recipes pull in materials from other professions or world drops. But Fishing is a secondary profession, so you can level it alongside Alchemy and Herbalism without using another primary profession slot.

You can absolutely skip Herbalism if you've got another character supplying herbs or enough gold to buy everything off the Auction House.

But for most players, especially on a fresh character, Alchemy and Herbalism are the pairings we'd recommend.

How Alchemy Works

Most Alchemy recipes are pretty straightforward. You're taking a mix or herbs, fish, vials you can buy off the vendor, and a few other materials and turning them into Potions, Elixirs, Flasks, oils, Transmutes, and profession reagents.

Alchemy Materials and Reagents

Herbs make up the bulk of what you'll use, which is exactly why Herbalism pairs so well with Alchemy.

You'll also go through A LOT of vials as you level:

  • Empty Vial
  • Leaded Vial
  • Crystal Vial
  • Imbued Vial

These are vendor materials, so just buy them from Alchemy, Herbalism, or Trade Supply vendors. Don't be the guy paying Auction House prices for something sitting on a vendor five feet away.

Fishing materials matter too. Blackmouth Oil, Fire Oil, and Stonescale Oil are made through using fish and then get used in other recipes. This is why leveling Fishing on an Alchemist can actually be pretty useful even if you don't care about fishing normally.

Another material worth keeping an eye out for is Murloc Eye. The new Discolored Healing Potion progression uses these, so if you're killing Murlocs while leveling, consider saving the Eyes instead of vendoring them. You'll need them if you want to craft those Potions yourself.

WoW Forever also added new Alchemy made reagents like Cerulean Dye, Magenta Dye, Viridian Dye, and Sulfuric Acid. These are important because they're used in recipes from OTHER professions, giving Alchemists another market outside of just selling consumables.

Most recipes can be crafted anywhere without a tool. The main exceptions are Transmutes, which require a Philosopher's Stone, and certain Forever recipes that require you to be near a Fermenter or Alchemy Laboratory.

Potions, Elixirs, and Flasks

The easiest way to understand Alchemy is to split the consumables into three main groups.

Potions are usually instant effects or short bursts of power.

That includes stuff like Mana Potions, Protection Potions, Free Action Potion, and the new Forever Potion families like Mender's Potion, Spellblasting Potion, and Frenzy Potion.

You're generally using these when you NEED something right now. Mana, survivability, extra damage, extra Healing, CC protection, or whatever the situation calls for.

Elixirs are your longer duration buffs.

These are the things you drink before questing, farming, running a dungeon, doing PvP, or heading into a raid. WoW Forever added A LOT of new Elixirs too, including new options for Spirit, Intellect, Healing, Spell Damage, MP5, and different physical stats.

Flasks are the expensive endgame version.

They give significantly larger bonuses, last much longer, and are the kind of consumable you're generally saving for harder content instead of chugging one before killing twelve boars, because these will most likely be expensive.

We'll go MUCH deeper into the important Potions, Elixirs, and Flasks later because there are WAY too many new ones to cram into this section.

Potion Cooldowns

This is where Alchemy consumables get a little more interesting.

Most of the familiar combat Potions have a 2 minute cooldown, including things like Mana Potions and Free Action Potion. There's data also shows the new Spellblasting Potion line is also using a 2 minute cooldown.

That means what you use actually matters. If you're about to go OOM, blowing a Potion for a small damage increase right before you need Mana could be a TERRIBLE trade. Same thing in PvP. Using an offensive Potion and then realizing you needed Free Action Potion is going to hurt.

One thing I DON'T want to pretend is fully settled yet is exactly how every new Potion interacts with the shared Potion cooldown. The current data gives us the individual cooldowns, but some of the newer and weirder Potions still need proper Beta testing before I'd make a blanket statement that every single one behaves identically.

For now, just know that most combat Potions are built around that familiar 2 minute window.

Alchemy Skill Ranks

Alchemy still has the four normal Profession ranks.

Rank

Skill Cap

Required Alchemy

Character Level

Apprentice

75

None

None

Journeyman

150

50

10

Expert

225

125

20

Artisan

300

200

35

You can train the next rank BEFORE reaching your current skill cap, so don't wait until you're sitting at 75/75 or 150/150 to go find a trainer. If you meet the requirement, train it early and save yourself the headache.

Apprentice Alchemy: Takes you up to 75 and covers your basic early Potions and Elixirs. You also unlock Mana Well at 20 Alchemy.

Journeyman Alchemy: Raises the cap to 150. This is where oils and stronger versions of the new Mender's, Spellblasting, Frenzy, and Discolored Healing Potions start showing up. Fermenter also requires 140 Alchemy once you've learned the recipe.

Expert Alchemy: Raises the cap to 225. This is where Alchemy starts moving into stronger combat consumables, Protection Potions, better Elixirs, and more of the recipes you'll actually care about heading toward endgame.

Artisan Alchemy: Raises the cap to 300 and contains most of the serious Level 60 stuff. High end Elixirs, Flasks, stronger Forever Potions, Transmutes, Recipe: Transmute Legionitee and eventually Alchemy Laboratory all sit in this range.

The current Beta only allows players to fully test the profession through 225, so we'll be a little more careful with anything in the Artisan range until we can verify it in game instead of relying entirely on client data.

Alchemy Trainers

Finding an Alchemy Trainer in WoW Forever is pretty straightforward early on, but things get a little more complicated once you're ready to learn Expert and Artisan.

You can learn Apprentice and Journeyman Alchemy in all of the major cities, but Expert and Artisan require you to visit specific trainers. If you're following a leveling guide, make sure you know where your next trainer is BEFORE you hit your current skill cap.

Alliance Alchemy Trainers

Alliance players can learn Alchemy in Stormwind, Ironforge, and Darnassus, along with several smaller towns and starting areas.

If you're just getting started, the easiest places to train are:

  • Stormwind: Tel'Athir and Lilyssia Nightbreeze in the Mage Quarter.
  • Ironforge: Vosur Brakthel and Tally Berryfizz in Tinker Town.
  • Darnassus: Milla Fairancora, Sylvanna Forestmoon, and Ainethil in the Craftsmen's Terrace.

The main thing to remember is that Ainethil in Darnassus teaches Expert Alchemy, while Kylanna Windwhisper in Feathermoon Stronghold, Feralas teaches Artisan Alchemy.

Horde Alchemy Trainers

Horde players have Alchemy Trainers in Orgrimmar, Thunder Bluff, and Undercity, with a few additional trainers scattered throughout the leveling zones.

Your main options are:

  • Orgrimmar: Whuut and Yelmak in The Drag.
  • Thunder Bluff: Kray and Bena Winterhoof on the Middle Rise.
  • Undercity: Doctor Martin Felben, Doctor Marsh, and Doctor Herbert Halsey in The Apothecarium.

For the higher ranks, Doctor Herbert Halsey in Undercity teaches Expert Alchemy, and Rogvar in Stonard, Swamp of Sorrows teaches Artisan Alchemy.

Apprentice Trainer Locations

Apprentice Alchemy can be learned immediately on a fresh character and raises your maximum skill to 75.

Most major cities have an Apprentice trainer, so you don't need to travel very far to get started.

Faction

Trainer

Location

Alliance

Tel'Athir

Stormwind, Mage Quarter

Alliance

Vosur Brakthel

Ironforge, Tinker Town

Alliance

Milla Fairancora

Darnassus, Craftsmen's Terrace

Alliance

Alchemist Mallory

Goldshire, Elwynn Forest

Alliance

Cyndra Kindwhisper

Dolanaar, Teldrassil

Alliance

Ghak Healtouch

Thelsamar, Loch Modan

Horde

Whuut

Orgrimmar, The Drag

Horde

Kray

Thunder Bluff, Middle Rise

Horde

Doctor Martin Felben

Undercity, The Apothecarium

Horde

Miao'zan

Sen'jin Village, Durotar

Horde

Carolai Anise

Brill, Tirisfal Glades

Both

Iaadaria Bitterwind

Valanaar, Zephras Isle

Both

Nyassa Swiftdraught

Shen'dar Village, Zephras Isle

Both

Valiena Swiftgale

Valanaar, Zephras Isle

One nice change that came with WoW Forever is that Apprentice Professions no longer require Level 5, so you can pick up Alchemy as soon as you reach a trainer.

Journeyman Trainer Locations

Journeyman Alchemy requires 50 Alchemy and Character Level 10, raising your skill cap to 150.

You'll find Journeyman trainers in every major city, so this is another rank that's pretty easy to pick up while you're already leveling.

Faction

Trainer

Location

Alliance

Lilyssia Nightbreeze

Stormwind, Mage Quarter

Alliance

Tally Berryfizz

Ironforge, Tinker Town

Alliance

Sylvanna Forestmoon

Darnassus, Craftsmen's Terrace

Alliance

Kylanna

Silverwind Refuge, Ashenvale

Alliance

Alchemist Narett

Theramore, Dustwallow Marsh

Horde

Yelmak

Orgrimmar, The Drag

Horde

Bena Winterhoof

Thunder Bluff, Middle Rise

Horde

Doctor Marsh

Undercity, The Apothecarium

Horde

Serge Hinott

Tarren Mill, Hillsbrad Foothills

Both

Jaxin Chong

Booty Bay, Stranglethorn Vale

I'd recommend training Journeyman as soon as you reach 50 Alchemy instead of waiting until 75. That way, you won't accidentally waste any skill points if you're crafting a bunch of Potions at once.

Expert Trainer Locations

Expert requires 125 Alchemy and Character Level 20, raising your maximum skill to 225.

This is where you'll need to start paying attention because Expert trainers are MUCH more limited than the earlier ranks.

Faction

Trainer

Location

Alliance

Ainethil

Darnassus, Craftsmen's Terrace

Alliance

Linzy Blackbolt

Dalaran, Alterac Mountains

Alliance

Patricia Egan

Dalaran, Alterac Mountains

Horde

Doctor Herbert Halsey

Undercity, The Apothecarium

Alliance players should head to Ainethil in Darnassus, while Horde players should visit Doctor Herbert Halsey in Undercity. These are your most straightforward options.

There is also Alchemy trainers inside Dalaran, including Linzy Blackbolt and Patricia Egan. However, Dalaran's trainer functionality is still being worked out during Beta, so I wouldn't recommend relying on them until everything is properly tested.

Artisan Trainer Locations

Artisan Alchemy is the final rank and requires 200 Alchemy and Character Level 35, raising your maximum skill to 300.

Unlike the previous ranks, Artisan trainers are located outside your normal capital cities.

Faction

Trainer

Location

Alliance

Kylanna Windwhisper

Feathermoon Stronghold, Feralas

Horde

Rogvar

Stonard, Swamp of Sorrows

Both

Master Mycologist Shurome

Emerald Sanctuary, Felwood

Alliance players will want to travel to Feathermoon Stronghold in Feralas and find Kylanna Windwhisper. She's located at the base of a treehouse in the northeastern part of the stronghold.

Horde players should head to Stonard in Swamp of Sorrows and speak with Rogvar. He's inside the large building near the inn, on the first landing up the stairs.

WoW Forever also lists Master Mycologist Shurome in Emerald Sanctuary, Felwood as a new Artisan Alchemy trainer available to both factions.

Since the current Beta is capped at Level 30, players can't normally train Artisan yet. The trainer locations are documented, but we'll need to verify their final availability once the Level 35 requirement can actually be met.

Leveling Alchemy 1 to 300

Leveling Alchemy in WoW Forever is a little different from Classic, mainly because the normal Healing Potion progression has been moved over to First Aid. That means some of the old leveling routes simply don't work anymore, and you'll need to rely more on Elixirs, Mana Potions, oils, and other recipes to reach 300.

That being said, Alchemy is still a relatively straightforward profession to level. Most recipes don't require any special tools or crafting stations, and if you're leveling Herbalism alongside it, you can gather a HUGE portion of the materials yourself.

This guide focuses on getting from 1 to 300 Alchemy without wasting a bunch of gold on unnecessary materials. We'll also cover alternative recipes where they make sense, since herb prices can vary quite a bit depending on your server.

One important thing to remember is that not every craft guarantees a skill point. Once a recipe turns yellow or green, you might need to make several extra Potions before gaining another point. The material estimates below account for some of that, but I'd still recommend picking up a few extra herbs if you want to avoid additional Auction House trips.

Alchemy Shopping List

Here are the estimated materials you'll need to level Alchemy from 1 to 300 using the route below.

Since the Beta currently caps players at 225, I've separated the shopping list into two parts. The first covers the playable Beta progression, while the second covers the Artisan recipes that still need proper testing.

Alchemy 1 to 225

Material

Estimated Amount

Peacebloom

91

Silverleaf

54

Mageroyal

50

Earthroot

54

Briarthorn

60

Stranglekelp

82

Firefin Snapper

40

Kingsblood

51

Liferoot

36

Empty Vial

151

Leaded Vial

87

Alchemy 225 to 300

These are estimates for the Artisan route.

Material

Estimated Amount

Liferoot

12

Stranglekelp

12

Arthas' Tears

45

Sungrass

60

Blindweed

60

Leaded Vial

12

Crystal Vial

75

The Artisan list covers the main progression toward 290, not a finalized 300 route. The last ten skill points depend on which recipes are available and how much their materials cost.

IMPORTANT: If you use the alternative recipes mentioned below, your shopping list will change. For example, you can replace the Fire Oil progression with additional Mana Potions if Firefin Snapper is ridiculously expensive on your server.

I'd recommend checking the Auction House before buying everything at once and checking regularly. Sometimes it's actually cheaper to craft a completely different recipe for a few skill points rather than buying a massive pile of one overpriced herb.

Leveling Tips

There are a few things worth knowing before you start leveling Alchemy.

  • Level Herbalism alongside Alchemy. This is by far the best way to save gold, especially on a fresh launch or server. You'll need a MASSSIVE amount of herbs, and gathering them yourself can save you a ridiculous amount of money.
  • Train your next rank early. You can learn Journeyman at 50, Expert at 125, and Artisan at 200 Alchemy, assuming you meet the character level requirements. Don't wait until you're already capped.
  • Pay attention to recipe colors. Orange recipes guarantee skill points, while yellow and green recipes become progressively less reliable. If you're following a route using yellow recipes, expect to craft a few extras.
  • Don't vendor everything you make. Some Potions and Elixirs are useful while leveling, and others can be sold on the Auction House. You might even make some of your gold back instead of dumping everything on a vendor.
  • Check alternative recipes. Herb prices aren't always consistent. If a recipe uses materials that are suddenly VERY expensive, it might be worth crafting something else for a few points.
  • Keep useful intermediate materials. Certain Alchemy recipes use oils you made earlier. For example, you'll need Fire Oil for Elixir of Fire Power, so don't sell everything immediately after crafting it.
  • Buy vendor recipes before you need them. Not every Alchemy recipe comes from a trainer. Some are sold by vendors or require Merchant's Favor, so make sure you've learned the recipes needed for your next skill range.

Alchemy 1 to 75

The first 75 points are pretty simple. You'll mainly be using Peacebloom, Silverleaf, and Earthroot, so this is a good time to gather materials while you're leveling through the starting zones.

Skill

Recipe

Crafts

Materials per Craft

1 to 55

Elixir of Minor Defense

54

1 Silverleaf, 1 Peacebloom, 1 Empty Vial

55 to 65

Minor Mana Potion

10

1 Mageroyal, 1 Peacebloom, 1 Empty Vial

65 to 75

Elixir of Minor Fortitude

10+

2 Earthroot, 1 Peacebloom, 1 Empty Vial

1 to 55: Start by crafting Elixir of Minor Defense. It's a trainer recipe that uses two common starting herbs, making it a convenient way to get through the early levels without spending much gold.

55 to 65: Switch to Minor Mana Potion. If you're playing a Mana using class, these are actually useful to keep around while leveling.

65 to 75: Start making Elixir of Minor Fortitude. This recipe eventually turns yellow, so keep some extra Earthroot and Peacebloom available.

IMPORTANT: Train Journeyman Alchemy at 50 skill if you're at least Level 10. You don't want to reach 75 and realize you forgot to increase your skill cap.

Alchemy 75 to 150

This is where the material costs start picking up. You'll begin using herbs like Briarthorn and Stranglekelp, along with fish if you decide to make Fire Oil.

Skill

Recipe

Crafts

Materials per Craft

75 to 90

Elixir of Minor Fortitude

17+

2 Earthroot, 1 Peacebloom, 1 Empty Vial

90 to 120

Elixir of Wisdom

30

1 Mageroyal, 2 Briarthorn, 1 Empty Vial

120 to 130

Lesser Mana Potion

10

1 Mageroyal, 1 Stranglekelp, 1 Empty Vial

130 to 150

Fire Oil

20

2 Firefin Snapper, 1 Empty Vial

75 to 90: Keep making Elixir of Minor Fortitude. You'll probably need a few extra crafts here since the recipe turns yellow at 80.

90 to 120: Switch to Elixir of Wisdom. This uses Mageroyal and Briarthorn, which are generally pretty easy to gather if you're keeping your Herbalism leveled.

It's worth mentioning that Elixir of Wisdom is also used for Gloves of Meditation in Tailoring. So if you're leveling both professions across different characters, consider saving these instead of immediately selling them.

120 to 130: Make Lesser Mana Potion. Nothing particularly complicated here, just keep an eye on your Stranglekelp supply because we'll need more of it later.

130 to 150: Make Fire Oil using Firefin Snapper. Each craft produces 2 Fire Oils, and you're going to need 30 of them for the next section.

Alternative: If Firefin Snapper is insanely expensive, you can keep making Lesser Mana Potion instead. Just remember that you'll also need to change your 150 to 165 route since you won't have the Fire Oil.

Alchemy 150 to 225

You'll need Expert Alchemy to progress beyond 150. Alliance players can train with Ainethil in Darnassus, while Horde players can visit Doctor Herbert Halsey in Undercity.

Materials get more expensive here, but there are still several relatively straightforward recipes to carry you through the entire range.

Skill

Recipe

Crafts

Materials per Craft

150 to 165

Elixir of Fire Power

15

2 Fire Oil, 1 Kingsblood, 1 Leaded Vial

165 to 195

Mana Potion

36

1 Stranglekelp, 1 Kingsblood, 1 Leaded Vial

195 to 225

Nature Protection Potion

36

1 Liferoot, 1 Stranglekelp, 1 Leaded Vial

150 to 165: Make Elixir of Fire Power using the Fire Oils you saved earlier. If you skipped Fire Oil, you can continue crafting Lesser Mana Potions instead, although you'll need additional materials.

165 to 195: Switch to Mana Potion. These are always useful consumables to have, and you may be able to sell some of them to recover part of your leveling costs.

195 to 225: Make Nature Protection Potion. You'll need to purchase Recipe: Nature Protection Potion from a vendor since it isn't taught by the normal Alchemy Trainers.

You can find this recipe is sold by Bronk and Logannas in Feralas, Glyx Brewright in Stranglethorn Vale, and Alchemist Pestlezugg in Tanaris. It's recipe is Bind on Pickup(BoP), so make sure you purchase it on the character that's actually leveling Alchemy.

At 200 skill, you can learn Artisan Alchemy once you've reached Character Level 35. If you're in the Beta right now, it means you'll have to stop at 225.

Alchemy 225 to 300

This is the final stretch of Alchemy and where things start getting considerably more expensive.

The Artisan route below is still preliminary. The current Beta doesn't allow normal testing beyond 225, so while these recipes and materials are documented, we'll need to verify the actual launch and leveling progression once players can reach Level 35.

Skill

Recipe

Estimated Crafts

Materials per Craft

225 to 230

Nature Protection Potion

12

1 Liferoot, 1 Stranglekelp, 1 Leaded Vial

230 to 265

Draught of Detect Undead

45

1 Arthas' Tears, 1 Crystal Vial

265 to 275

Superior Mana Potion

10

2 Sungrass, 2 Blindweed, 1 Crystal Vial

275 to 290

Superior Mana Potion

20

2 Sungrass, 2 Blindweed, 1 Crystal Vial

290 to 300

See options below

Varies

Varies

225 to 230: Continue making Nature Protection Potion. You'll probably need a few extra crafts since the recipe is already yellow at this point.

230 to 265: Switch to Draught of Detect Undead. This is one of the renamed Alchemy recipes in WoW Forever and only requires Arthas' Tears and a Crystal Vial. It turns yellow at 245, so expect to make more than 35.

265 to 275: Make Superior Mana Potion. You'll need Recipe: Superior Mana Potion, which is sold by Algernon in Undercity and Ulthir in Darnassus.

275 to 290: You can continue crafting Superior Mana Potions, but I'd recommend checking the prices of Sungrass and Blindweed before committing to another 20 crafts.

290 to 300: This is where things get interesting. Since normal Healing Potions are now part of First Aid, we can't simply follow the old Classic route.

There are several recipes that can potentially finish the final ten points.

Recipe

Skill Required

Materials per Craft

Greater Arcane Elixir

285

3 Dreamfoil, 1 Mountain Silversage, 1 Crystal Vial

Purification Potion

285

2 Icecap, 2 Plaguebloom, 1 Crystal Vial

Greater Fire Protection Potion

290

1 Elemental Fire, 1 Dreamfoil, 1 Crystal Vial

Major Frenzy Potion

290

3 Plaguebloom, 2 Blindweed, 1 Imbued Vial

Major Mana Potion

295

3 Dreamfoil, 2 Icecap, 1 Crystal Vial

Some of these recipes are world drops, while others come from vendors or require Merchant's Favor. In particular, Major Frenzy Potion is one of the new WoW Forever recipes available through the Merchant's Favor system.

I wouldn't recommend farming an expensive recipe just to gain the final ten Alchemy points. Check which recipes you already have access to, compare material prices, and craft whichever option makes the most sense for your server.

Once we can properly test Artisan Alchemy, we'll be able to narrow this down to an even better route, so check back as soon as launch is out!

Potions & Elixirs

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.

Flasks, Transmutes, & Special Reagents

This is where Alchemy starts getting into some of its more valuable recipes. Alongside the usual Potions and Elixirs, Alchemists can make powerful Flasks, convert materials through Transmutes, and craft special reagents that other professions need.

There are also some pretty BIG changes to the endgame recipes, including new Flasks, a completely new Transmute for Legionite Bar, and an Alchemist's Stone that could be worth using on your own character.

A lot of this stuff is intended for higher level content, so keep in mind that some recipe requirements and sources still need to be properly tested once the Level 60 content becomes available.

Flasks

Flasks are some of the strongest consumables that Alchemy can make and they're usually what players start looking for when preparing for difficult endgame content.

The familiar Classic Flasks are still around:

Flask

Main Benefit

Flask of Supreme Power

Spell Damage

Flask of Distilled Wisdom

Maximum Mana

Flask of the Titans

Maximum Health

Flask of Chromatic Resistance

Magic Resistances

Flask of Petrification

Temporary protection from damage

These recipes require A LOT of materials, including valuable herbs like Black Lotus, so you probably won't be crafting them casually while leveling.

We now also have access to several additional Flask recipes.

Flask

Materials

Flask of Everlasting Nightmares

10 Nightmare Seed, 1 Atal'ai Mojo, 1 Crystal Vial

Flask of Restless Dreams

10 Nightmare Seed, 1 Atal'ai Mojo, 1 Crystal Vial

Flask of Unyielding Sorrow

1 Greater Eternal Essence, 1 Hive Thistle, 1 Flask of Distilled Wisdom, 1 Crystal Vial

Flask of the Old Gods

1 Greater Eternal Essence, 1 special reagent, 1 Flask of the Titans, 1 Crystal Vial

Flask of Ancient Knowledge

1 Greater Eternal Essence, 1 special reagent, 1 Flask of Supreme Power, 1 Crystal Vial

Flask of Madness

1 Greater Eternal Essence, 1 special reagent, 1 Flask of Chromatic Resistance, 1 Crystal Vial

Several material IDs in the uploaded recipe data still need confirmation against their actual item names. One EXTREMELY interesting detail is that some of these Flasks actually require an existing Flask as a crafting material. That means regular Flasks might have demand beyond players simply drinking them. If the upgraded versions become popular, Alchemists will need the original Flasks to make them.

There are also four entirely new Natural Flasks:

  • Flask of Natural Accuracy
  • Flask of Natural Aggression
  • Flask of Natural Precision
  • Flask of Natural Swiftness

These use new herbs like Death Lotus, Demonsage, and Marefoill, along with familiar endgame herbs.

Classic and Forever Transmutes

Transmutes are one of the more interesting ways to make gold with Alchemy because they let you convert one material into another. Some are pretty straightforward, like turning Iron into Gold, while others convert valuable Essences or create special crafting materials.

Here are some of the main Transmutes available in the current build:

Transmute

Materials

Creates

Recipe: Transmute Iron to Gold

1 Iron Bar

1 Gold Bar

Recipe: Transmute Mithril to Truesilver

1 Mithril Bar

1 Truesilver Bar

Recipe: Transmute Arcanite

1 Thorium Bar, 1 Arcane Crystal

1 Arcanite Bar

Recipe: Transmute Air to Fire

1 Essence of Air

1 Essence of Fire

Recipe: Transmute Earth to Water

1 Essence of Earth

1 Essence of Water

Recipe: Transmute Earth to Life

1 Essence of Earth

1 Living Essence

Recipe: Transmute Fire to Earth

1 Essence of Fire

1 Essence of Earth

Recipe: Transmute Life to Earth

1 Living Essence

1 Essence of Earth

Recipe: Transmute Undeath to Water

1 Essence of Undeath

1 Essence of Water

Recipe: Transmute Water to Air

1 Essence of Water

1 Essence of Air

Recipe: Transmute Water to Undeath

1 Essence of Water

1 Essence of Undeath

The biggest thing to understand about Transmutes is that you're not always making gold just because the resulting material is more valuable. You need to compare the cost of the materials you're consuming against the price of what you're creating. And since many Transmutes have cooldowns, you also need to consider whether you're using that cooldown on the most profitable option.

For example, Recipe: Transmute Arcanite is traditionally one of the more valuable Alchemy recipes because Arcanite Bars are used for expensive equipment and other high level crafting. But if the materials cost almost as much as the finished bar, the actual profit might be pretty disappointing.

Transmute: Legionite

This is easily one of the most important new Transmutes in WoW Forever.

Recipe: Transmute Legionite allows Alchemists to turn a Heavy Thorium Bar and Fel Crystal into a Legionite Bar.

Requirement

Details

Alchemy Skill

275

Materials

1 Heavy Thorium Bar, 1 Fel Crystal

Creates

1 Legionite Bar

Cooldown

47 hours

Tool

Philosopher's Stone

Recipe Source

Not yet confirmed

The really interesting part is what other professions actually use Legionite for. Looking through the profession spreadsheet, Legionite Bar appears in 22 recipes outside of Alchemy, primarily from Blacksmithing and Engineering.

Some notable examples include:

  • Legionite Glaive
  • Stormcarver
  • Stalwart Helm
  • Enriched Thorium Breastplate
  • Dimensional Transporter - Mt. Hyjal
  • Gnomish Poultryizer

This is HUGE because Legionite isn't just another material Alchemists use themselves. Other professions need it to craft gear, gadgets, and other items.

The catch is that Legionite has a cooldown of roughly two days in the current spell data. That means Alchemists can't just sit there crafting hundreds of bars whenever they want. We also don't have a confirmed source for Recipe: Transmute Legionite yet, so that's something to keep an eye on as more Level 60 content becomes available.

I could see this becoming one of the better gold making opportunities for Alchemists, especially early on when people are trying to craft new gear. But that depends on the actual demand for Legionite, how difficult Fel Crystals are to obtain, and how expensive the finished bars end up being.

Philosopher's Stone and Alchemy Stone

If you want to start using Transmutes, you'll first need a Philosopher's Stone.

This is an Alchemy crafted item that allows you to perform Transmutes, and you'll need to keep it in your bags whenever you're using those recipes.

You can learn the recipe at 225 Alchemy by purchasing Recipe: Philosopher's Stone from Alchemist's Stone at Pestlezugg in Gadgetzan, Tanaris.

Material

Amount

Iron Bar

4

Black Vitriol

1

Purple Lotus

4

Firebloom

4

This is one of those items I'd recommend crafting as soon as you actually plan to start Transmuting. There's no reason to wait until 300 when you could already be using the earlier recipes.

WoW Forever also includes the Alchemist's Stone, which is a MUCH more interesting upgrade. Unlike the normal Philosopher's Stone, the Alchemist's Stone is an actual Trinket with stats and a special effect.

Property

Effect

Required Alchemy

275

Required Character Level

45

Stats

+4 Spirit

Equip Effect

Increases Healing and Mana Potion effectiveness by 20%

Additional Use

Functions as a Philosopher's Stone for Transmutes

The Potion bonus is the interesting part here.

If you're playing a Mana user and constantly drinking Mana Potions during longer fights, getting 20% more out of every Potion could be pretty valuable. The Trinket also works as a Philosopher's Stone, so you won't need to keep both items around once you've obtained it.

The downside is the material cost. You'll need 8 of each elemental Essence, 8 Living Essence, 2 Black Vitrioll, and 4 Black Lotus. That's a pretty expensive crafting requirement, especially when you consider what Black Lotus might cost early on.

One thing worth mentioning is that the Alchemist's Stone wasn't normally obtainable in original Classic despite existing in older game data. WoW Forever has updated crafting and item entries for it, but I still wouldn't call its actual recipe source or availability confirmed until players can obtain it in game.

Dyes and Special Reagents

One of the more overlooked changes to Alchemy in WoW Forever is that Alchemists now craft materials used by OTHER professions. Instead of only making Potions and Elixirs, you're also supplying reagents that Tailors, Enchanters, Blacksmiths, and other crafters need for their own recipes.

The biggest additions are three new Dyes and .

Reagent

Alchemy Skill

Materials

Cerulean Dye

40

2 Frilled Lichen, 1 Empty Vial

Sulfuric Acid

40

2 Pyrite, 1 Empty Vial

Magenta Dye

120

2 Rosecap, 1 Leaded Vial

Viridian Dye

220

2 Stranglevine, 1 Crystal Vial

These recipes are taught by Alchemy Trainers, making them pretty easy to pick up as you're leveling the profession.

What really interests me is that these aren't just random materials added to give Alchemists something else to craft. Looking through the profession recipes, there's a HUGE amount of cross profession interaction involving these Dyes and Sulfuric Acid.

For example, Viridian Dye is used in several high level Tailoring recipes, including Robe of the Archmage, Robe of the Void, Truefaith Vestments, and various bags.

Meanwhile, Sulfuric Acid appears in a bunch of Blacksmithing and Enchanting recipes.

This is actually a pretty big deal for Alchemy's gold making potential because you're selling materials to other CRAFTERS rather than relying entirely on players buying consumables. I'd definitely recommend keeping an eye on these materials during launch, especially if certain new crafted items become popular.

Cross Profession Reagents

The new Dyes and Sulfuric Acid aren't the only Alchemy materials used by other professions. There are also plenty of existing Oils, Transmuted Bars, and other reagents that play an important role in crafting.

Some of the more notable examples are:

Alchemy Reagent

Used By

Examples

Cerulean Dye

Tailoring, Enchanting, and others

Bags, weapon enchants, jewelry enchants, and crafted equipment

Magenta Dye

Tailoring, Enchanting, and others

Bags, equipment, and Enchanting reagents

Viridian Dye

Tailoring, Enchanting

High level robes, bags, and profession recipes

Sulfuric Acid

Blacksmithing, Enchanting

New equipment and enchants

Legionite Bar

Blacksmithing, Engineering

New weapons, armor, and Engineering gadgets

Arcanite Bar

Blacksmithing, Engineering

High level crafted equipment

Fire Oil

Tailoring, Enchanting

Fire themed equipment and enchants

Stonescale Oil

Leatherworking and Alchemy

Armor recipes and Protection consumables

This is one of the things I really like about the profession changes. Professions are much more connected now. A Blacksmith might need something made by an Alchemist, who might need materials from a Miner, Herbalist, or another profession. I LOVE this.

That creates more reasons for players to trade with each other instead of every profession operating almost entirely on its own. t's also something worth paying attention to if you're trying to make gold. Don't automatically assume Potions and Flasks are going to be your biggest money makers.

If a new Blacksmithing recipe becomes extremely popular and requires Legionite, the demand for Legionite could be INSANE. The same thing could happen with certain Dyes or Sulfuric Acid if they're used in popular crafted items. We'll cover the actual gold making strategies later, but for now just understand that Alchemy's value goes WAY beyond consumables.

Merchant's Favor and Alchemy

One of the biggest changes to professions in WoW Forever is the new Merchant's Favor system.

Instead of learning every recipe from an Alchemy Trainer, you'll need to purchase quite a few of the new Potions and Elixirs from special profession vendors using Merchant's Favor. This includes some REALLY useful recipes like Mender's Potion, Spellblasting Potion, Frenzy Potion, and several powerful Elixirs that you won't find at your normal trainer.

There are also recipes available as early as 65 Alchemy, so this isn't just something you should worry about once you reach Level 60.

How Merchant's Favor Works

Merchant's Favor is a new currency earned by collecting and turning in Waylaid Crates. These crates drop from enemies throughout Azeroth and can also be purchased from other players on the Auction House.

Each crate requires specific materials, usually things like herbs, ores, cloth, or crafted profession items. Once you've gathered the materials, you fill the crate and turn it in at your faction's supply camp to earn Merchant's Favor.

Here's how the process works:

  1. Find or purchase a Waylaid Crate.
  2. Fill it with one of the requested sets of materials.
  3. Deliver the completed crate to your faction's supply camp.
  4. Spend your Merchant's Favor on profession recipes and other rewards.

Higher level crates generally reward more Merchant's Favor, and some require more expensive materials to complete. There's also a separate reputation system tied to these factions. Craftsman's Writs provide reputation by having you craft or obtain specific items and deliver them to NPCs throughout the world.

That distinction matters because Merchant's Favor is the currency you spend, while reputation determines access to certain rewards. You don't need to be an Alchemist to earn Merchant's Favor either. You can start collecting crates while you're leveling and save the currency for recipes you want later.

Alliance Alchemy Vendor

Alliance players purchase their Merchant's Favor Alchemy recipes from Nina Surefire, located at the Azeroth Commerce Authority camp in Three Corners, Redridge Mountains.

The camp is near the western entrance to Redridge Mountains, so you can visit it pretty early while leveling.

Detail

Information

Vendor

Nina Surefire

Faction

Alliance

Zone

Redridge Mountains

Location

Three Corners

Coordinates

10.8, 72.5

Currency

Merchant's Favor

You can also turn in your completed Waylaid Crates to Marcy Baker at the same camp. I'd recommend stopping by once you've started collecting Merchant's Favor so you can see which recipes are available and plan out what you want to purchase.

Horde Alchemy Vendor

Horde players purchase their Alchemy recipes from Apothecary Durelle, located at the Durotar Supply and Logistics camp just outside the Crossroads in The Barrens.

This is a pretty convenient location since most Horde characters will travel through the Crossroads while leveling.

Detail

Information

Vendor

Apothecary Durelle

Faction

Horde

Zone

The Barrens

Location

West of the Crossroads

Coordinates

49.8, 29.5

Currency

Merchant's Favor

You can turn in your completed Waylaid Crates to Dokimi, who is also located at the camp. Both factions have access to the same Alchemy recipes, so you're not missing out on anything important by playing Alliance or Horde.

Recipe Progression

There are currently 29 Alchemy recipes available through Merchant's Favor vendors, covering everything from early leveling Elixirs to high level combat Potions.

The recipes are divided into four different price ranges.

Merchant's Favor

Recipe Range

Examples

45

Early recipes

Mender's Potion, Frenzy Potion, Elixir of Lesser Spirit

120

Intermediate recipes

Greater Mageblood Elixir, Disorienting Smog Potion

180

Advanced recipes

Elixir of the Phalanx, Caustic Smog Potion

240

Highest tier recipes

Major Frenzy Potion, Elixir of the Grizzly

You can start purchasing useful recipes VERY early, but some of the stronger ones require significantly more Merchant's Favor.

For example, Mender's Potion, Spellblasting Potion, and Frenzy Potion each cost 45 Merchant's Favor, while Major Frenzy Potion costs 240.

There are also reputation requirements shown for several higher level recipes in current Beta vendor listings, including Friendly and Honored.

However, some newer community databases disagree about whether those reputation requirements actually restrict recipe purchases. Until that's properly tested, I wouldn't assume having enough Merchant's Favor automatically lets you buy every recipe.

Which Recipes Should You Buy?

With so many recipes available, I wouldn't recommend spending all your Merchant's Favor buying everything just because you can.

Some are going to be WAY more useful depending on your class, what you're doing, and whether you're leveling Alchemy to make gold or supply your own character.

Here are the recipes I'd pay the most attention to:

Recipe

Cost

Why It's Worth Considering

Mender's Potion

45

Short duration Healing bonus for Healers

Spellblasting Potion

45

Extra Spell Damage for Casters

Frenzy Potion

45

Extra Attack Power for physical DPS

Greater Mageblood Elixir

120

Mana regeneration for Casters and Healers

Disorienting Smog Potion

120

Reduces enemy Hit Chance in an area

Dragonfire Potion

120

Offensive Fire damage consumable

Elixir of the Phalanx

180

Additional Health and Armor

Caustic Smog Potion

180

Ground effect that deals Nature damage

Major Spellblasting Potion

180

Stronger Spell Damage burst consumable

Major Frenzy Potion

240

Stronger Attack Power burst consumable

For leveling, I'd focus on recipes you can actually use or sell at your current level.

The regular Mender's, Spellblasting, and Frenzy Potions are particularly interesting because they give you new consumables that players can use well before Level 60.

For PvE and PvP, the offensive Potions and specialized utility consumables are worth paying attention to. I could see things like Caustic Smog and Disorienting Smog becoming useful in certain situations, although their actual performance still needs more testing.

For gold making, I'd keep an eye on the consumables with broad demand. Mageblood Elixirs, offensive Potions, and some of the higher level Elixirs could all have decent markets.

But there's no guarantee that a recipe will be profitable just because it's expensive or difficult to obtain.

My recommendation is to prioritize recipes you'll actually use, then spend your remaining Merchant's Favor on consumables with good Auction House demand. Don't burn hundreds of Favor on something you're never going to craft.

Alchemy Certification

Once you've reached 300 Alchemy, you can purchase Alchemy Certification from your faction's Merchant's Favor vendor.

This costs 1,000 Merchant's Favor and permanently unlocks the account wide title the Alchemist.

Requirement

Details

Item

Alchemy Certification

Alchemy Required

300

Cost

1,000 Merchant's Favor

Reward

the Alchemist title

Unlock

Account wide

There's one important catch. Even though the title is unlocked across your account, a character still needs 300 Alchemy to actually display it. So you can't simply unlock the title on your main Alchemist and then use it on an alt that hasn't leveled the profession.

It's a pretty cool reward if you're planning to max out Alchemy anyway, but I wouldn't prioritize spending 1,000 Merchant's Favor on it before purchasing the recipes you actually want.

Alchemy and Camping

Alchemy gets three different Camping items in WoW Forever, and they're actually pretty useful.

You start with a Mana Well that provides Mana regeneration to players resting at your Campfire. Later, you unlock the Fermenter and Alchemy Laboratory, which allow you to craft certain recipes without having to return to a town or find a specific crafting station.

The nice thing about these upgrades is that each one keeps the benefits of the previous tier. So you're not choosing between a Mana regeneration buff and a crafting station. Your Fermenter and Alchemy Laboratory still provide the same Mana Well benefit.

Camping Item

Alchemy Required

Main Benefit

Mana Well

20

Mana regeneration buff

Fermenter

140

Craft special reagents and provide Mana regeneration

Alchemy Laboratory

300

Craft recipes requiring an Alchemy Lab and provide Mana regeneration

All three require an active Campfire nearby, and placing Camping objects uses the shared 1 hour Camping cooldown.

Mana Well

The Mana Well is your first Alchemy Camping item, and you can learn it at just 20 Alchemy from your profession trainer or through the introductory Camping quest.

It's also VERY cheap to craft.

Material

Amount

Peacebloom

1

Empty Vial

1

Once you've crafted a Mana Well, you can place it next to a Campfire to provide a Mana regeneration buff to players who sit and rest nearby. The buff improves as your character levels, making it useful for Mana users throughout the leveling process.

One important detail is that Mana Well doesn't stack with Blessing of Wisdom. If you've already got a Paladin providing that buff, you won't gain an additional Mana regeneration benefit from the Well.

But for groups without a Paladin, this is a pretty nice little bonus, especially when you're taking breaks between Dungeon pulls or recovering after a difficult fight.

And since you unlock it at only 20 Alchemy, there's really no reason to ignore it while leveling.

Fermenter

The Fermenter is your second Alchemy Camping item, unlocked at 140 Alchemy.

Unlike the Mana Well, this one actually provides crafting functionality. Certain Alchemy recipes require you to be near a Fermenter, so it's something you'll want to unlock as you progress through the profession.

You'll need the following materials to craft one:

Material

Amount

Leaded Vial

1

Kingsblood

1

Swiftthistle

1

The recipe isn't taught by your normal Alchemy Trainer, though.

You'll need Blueprint: Fermenter, which drops from Rath'mael in the Ruins of Lordaeron. Current Wowhead data lists the drop chance at approximately 6.44%, although that can change as more players collect data. Once you've learned the recipe, you can craft Fermenters and place them at a Campfire. You can also place one over an existing Mana Well to replace it, and you'll still get the Mana regeneration benefit.

One important thing to remember is that the Fermenter isn't just a cosmetic upgrade. Recipes that require one actually need access to that workstation. For example, current Forever item data lists Shadow Oil as requiring a Fermenter. So even if you've got all the materials and the required Alchemy skill, you may still need to set up a Campfire before crafting certain items.

Alchemy Laboratory

The Alchemy Laboratory is the final Alchemy Camping upgrade, requiring 300 Alchemy.

This is essentially your endgame crafting station, allowing you to make recipes that specifically require an Alchemy Lab. It also keeps the Mana regeneration benefit from your earlier Camping upgrades.

Here's what you'll need to craft one:

Material

Amount

Lich's Index Finger

1

Crystal Vial

1

Dreamfoil

2

Like the Fermenter, you'll need to learn a special Blueprint before you can craft it.

However, the source of Blueprint: Alchemy Laboratory is currently unknown. It appears in the Forever profession data, but we don't have a confirmed drop location or vendor yet. The Alchemy Laboratory is especially important because certain high level recipes, including Flasks, require access to an Alchemy Lab.

This also changes how you approach crafting compared to Classic. Instead of always traveling to a permanent Alchemy Laboratory, you'll eventually be able to set one up at a Campfire. That's a pretty nice quality of life improvement, especially if you're crafting consumables while out in the world.

One thing I wouldn't assume yet is that every Flask automatically requires the new Camping Laboratory. Some recipe requirements are still being updated, and the Artisan portion of Alchemy hasn't been fully tested in the Level 30 Beta.

For now, we know the Laboratory exists, what materials it requires, and what its intended purpose is. We'll need further testing to confirm exactly which recipes require it and how it interacts with existing Alchemy crafting stations.

Alchemy and Legacy

The new Legacy system gives you another reason to level Alchemy beyond just crafting Potions and making gold.

As you level Alchemy, you'll earn Legacy Points at certain milestones that can be spent on permanent progression perks for your characters. Some of these make leveling professions easier, while others help with gathering materials, earning Merchant's Favor, and even using your Camping items.

The nice thing is that Legacy Points are shared across your account, so the progress you make leveling Alchemy can benefit your other characters too.

Alchemy Legacy Milestones

There are three Legacy Challenges tied directly to Alchemy, and each one rewards 1 Legacy Point the first time you complete it.

Legacy Challenge

Requirement

Reward

Journeyman Alchemist

Reach 150 Alchemy

1 Legacy Point

Expert Alchemist

Reach 225 Alchemy

1 Legacy Point

Artisan Alchemist

Reach 300 Alchemy

1 Legacy Point

That means reaching 300 Alchemy earns you 3 Legacy Points in total. One VERY important detail is that these challenges are account wide. You only earn the points the first time you reach each milestone, so leveling another Alchemist to 300 won't give you another three points.

However, those points can be used by your other characters, and each character can spend them differently depending on what you want to do. You can also unlock the Legacy system itself by reaching 150 Alchemy, even if your character hasn't reached Level 25 yet.

Profession Legacy Perks

The Legacy system has several perks that are particularly useful for Alchemists, especially if you're planning to level Herbalism alongside it.

Here are the ones I'd pay the most attention to:

Legacy Perk

Benefit

Working Overtime

Increases your chance to gain profession skill points

Dedicated Study

Grants a skill point to your lowest eligible profession on a daily cooldown

Bountiful Harvest

Increases Scarce materials gathered through Herbalism, Mining, and Skinning

Performance Bonus

Gives you a chance to earn additional Merchant's Favor from supply crate turn-ins

Bartering

Reduces the gold cost of vendor purchases

Luremaster

Gives you a chance to catch an additional fish while using a fishing lure

Field Guide

Reduces the cooldown on placing Camping objects

Reagent Economy

Removes material costs from Tier 1 Camping objects

Working Overtime is probably the most straightforward perk for someone actively leveling Alchemy. Each rank increases your chance of gaining skill points from crafting, which can save you A LOT of materials once recipes start turning yellow or green.

Dedicated Study is also interesting because it gives you a way to gain profession skill without crafting anything. It has a daily cooldown and targets your lowest eligible profession, so you won't necessarily be able to use it exclusively on Alchemy if you're leveling multiple professions.

Once you've maxed out both primary professions and all three secondary professions, Dedicated Study can instead reward random Elemental Essences. That's a pretty nice bonus for an Alchemist since those materials are used in several Transmutes and other recipes.

Bountiful Harvest is worth considering if you're pairing Alchemy with Herbalism. It increases the amount of Scarce materials you gather, which could save you gold or give you additional materials to sell. Performance Bonus is another one I'd pay attention to. Since A LOT of the new Alchemy recipes are purchased with Merchant's Favor, getting additional currency from Waylaid Crate turn-ins can help you unlock those recipes faster.

There are also some smaller benefits, like Bartering, which reduces the cost of vendor materials like Vials, Luremaster helps if you're gathering fish for Alchemy oils, and Field Guide lets you place your Camping objects more frequently.

I'd personally prioritize Working Overtime while actively leveling Alchemy, especially if you're buying expensive herbs from the Auction House. After that, Performance Bonus is worth considering if you're farming Merchant's Favor recipes, while Bountiful Harvest makes more sense if you're spending A LOT of time gathering herbs yourself.

Just remember that Legacy Points are limited. Blizzard has confirmed that characters can spend a maximum of 16 Legacy Points at launch, so you won't be able to grab every profession perk immediately. Choose the ones that actually benefit what you're doing rather than spreading your points across a bunch of perks you barely use.

Important Alchemy Recipes

Alchemy has a massive amount of recipes in WoW Forever, but some are WAY more important than others.

We've already talked about all of the Potions, Flasks, Transmutes, and other new crafting reagents. This section focuses on the recipes we actually recommend actually paying attention to. One thing worth remembering is that not every useful recipe comes from an Alchemy Trainer. Some are purchased from vendors, others drop from enemies, and quite a few of the new Forever recipes require Merchant's Favor.

Leveling and Utility Potions

Some Alchemy consumables are useful throughout the leveling process in the open world, even if you're not running difficult Dungeons or doing PvP.

These are the ones I'd keep an eye on:

Recipe

Why It's Useful

Swiftness Potion

Temporary movement speed increase, especially useful before you get a Mount

Free Action Potionn

Helps protect against Stuns and movement impairing effects

Lesser Invisibility Potion

Useful for avoiding enemies or getting through dangerous areas

Draught of Water Breathing

Makes underwater exploration and quests considerably easier

Draught of Water Walking

Useful for crossing water without swimming

Draught of Predatory Senses

New utility consumable

Revealing Draught

New utility consumable

Swiftness Potion is one of my favorites for leveling, especially early on when your character has very little mobility. Being able to move faster can save you from a bad pull or help you get away from enemies you weren't planning on fighting.

Free Action Potion is another one that's useful WAY beyond just leveling. Its ability to protect against certain crowd control effects makes it valuable in PvP and other situations where getting Stunned or slowed could get you killed.

WoW Forever also adds Draught of Predatory Senses and Revealing Draught. Both appear in the current Alchemy data, but their exact applications and recipe sources still need proper testing.

I wouldn't go out of my way to stockpile every utility Potion. Just keep a few of the ones that actually help your class or the content you're doing.

PvE Consumables

For Dungeons and Raids, the most important Alchemy recipes are generally the ones that increase your damage, Healing, survivability, or Mana regeneration.

The new Forever consumables give players quite a few additional options.

Recipe

Best For

Spellblasting Potion

Casters looking for additional burst damage

Frenzy Potion

Physical DPS looking for additional Attack Power

Mender's Potion

Healers during periods of heavy damage

Greater Mageblood Elixir

Mana regeneration for Casters and Healers

Greater Cleric's Elixir

Additional Healing

Elixir of the Phalanx

Defensive stats for Tanks

Elixir of the Mongoose

Physical damage dealers

Greater Arcane Elixir

Spell Damage

Flask of Supreme Power

Endgame Spell Damage

Flask of the Titans

Additional maximum Health

The new Spellblasting Potion, Frenzy Potion, and Mender's Potion families are particularly interesting because they provide temporary bonuses rather than buffs you're simply keeping active all the time. For example, a Healer could save a Mender's Potion for a particularly dangerous part of a boss fight, while a physical DPS player might use a Frenzy Potion during their offensive cooldowns.

However, there's a very important tradeoff here: Using an offensive Potion could mean not having your Mana or defensive Potion available when you actually need it. That's something worth thinking about before automatically using one every time it's off cooldown.

Flasks and longer duration Elixirs are a different story. Those are generally consumables you prepare with before the encounter rather than something you're reacting with during combat. Since a lot of the endgame balance and encounters haven't been fully tested yet, I wouldn't start declaring one specific Potion or Flask mandatory for every class.

PvP Consumables

PvP is where some of the more unusual Alchemy recipes can REALLY shine. Having the right consumable available can completely change how a fight plays out, especially against classes that rely heavily on crowd control, movement impairing effects, or specific damage types.

Here are some of the ones I'd pay attention to:

Recipe

PvP Use

Free Action Potion

Protection against Stuns and movement impairing effects

Living Action Potion

Removes and temporarily protects against certain movement impairing and Stun effects

Swiftness Potion

Extra movement speed for escaping or chasing

Limited Invulnerability Potion

Temporary protection against physical damage

Restorative Potion

Periodically removes certain harmful effects

Shadow Protection Potion

Protection against Shadow damage

Frost Protection Potion

Protection against Frost damage

Disorienting Smog Potion

Creates an area that reduces enemy Hit Chance

Caustic Smog Potion

Creates an area that deals Nature damage

Free Action Potion is easily one of the biggest standouts. If you've played Classic PvP, you already know just how powerful preventing crowd control can be.

The new Smog Potions are also worth keeping an eye on.

Disorienting Smog Potion reduces enemy Hit Chance inside its area, while Caustic Smog Potion deals damage to enemies standing in its cloud. I could see these being pretty interesting in Battlegrounds, particularly around objectives or chokepoints where players are forced to fight in a smaller area.

But that's still theory. Their actual effectiveness depends on how the ground effects behave, whether players can easily avoid them, and how their cooldowns interact with other Potions. Also remember that Protection Potions aren't just for PvE. Having the right one available against certain classes can be incredibly valuable.

Rare and Special Recipes

Some of the most interesting Alchemy recipes aren't available from normal trainers. You'll need to find them through enemy drops, dungeon bosses, quests, or other special sources.

Recipe

Known Source

Minor Mender's Potion

Gnarlpine Mystic or Tirisfal Farmer

Minor Spellblasting Potion

Kobold Geomancer or Dustwind Harpy

Minor Frenzy Potion

Hatescreech, Windfury Wind Witch, or Bloodfeather Harpy

Lesser Mender's Potion

Theramore Preserver or Stormscale Siren

Lesser Spellblasting Potion

Witchwing Windcaller or Blackwood Totemic

Lesser Frenzy Potion

Raging Rot Hide

Greater Spellblasting Potion

Quest or Carved Centaur Totem vendors

Greater Frenzy Potion

Quest or Carved Centaur Totem vendors

Blueprint: Fermenter

Rath'mael in the Ruins of Lordaeron

A few of these are particularly worth mentioning.

The early Mender's, Spellblasting, and Frenzy recipes drop from enemies you're likely to encounter while leveling. That means you could potentially pick up a valuable recipe without specifically farming for it.

The Greater Spellblasting Potion and Greater Frenzy Potion are especially interesting because their recipes are connected to a quest called A New Need for Shadow Protection and can also be obtained through vendors using Carved Centaur Totem.

Meanwhile, Blueprint: Fermenter comes from Rath'mael in the Ruins of Lordaeron, giving Alchemists a reason to run that Dungeon beyond the usual gear and experience. I wouldn't recommend farming every rare recipe just because it's rare, though. A rare recipe is only valuable if the item it creates is actually useful or in demand. Sometimes you're better off buying the finished consumable instead of spending hours trying to learn how to craft it yourself.

Vendor and World Recipes

Not every important Alchemy recipe is a random drop. Quite a few can be purchased directly from vendors, although some are sold in limited quantities or require special currencies.

Here are some worth knowing about:

Recipe

Source

Recipe: Free Action Potion

Limited supply vendors

Recipe: Swiftness Potion

World drop

Recipe: Nature Protection Potion

Alchemy recipe vendors

Recipe: Philosopher's Stone

Alchemist Pestlezugg in Gadgetzan

Mender's Potion

45 Merchant's Favor

Spellblasting Potion

45 Merchant's Favor

Frenzy Potion

45 Merchant's Favor

Greater Mageblood Elixir

120 Merchant's Favor

Caustic Smog Potion

180 Merchant's Favor

Major Frenzy Potion

240 Merchant's Favor

The big thing here is that you shouldn't assume every recipe becomes available just because you've reached the required Alchemy skill. Some require special vendors, faction progression, or completing certain quests. I'd recommend checking which recipes you're missing every so often while leveling, especially if you've been saving Merchant's Favor.

There are also quite a few recipes where the current Forever data doesn't confirm an actual source. For example, Recipe: Transmute Legionite, Alchemy Laboratory, and several of the new high level Potions have recipe entries, but their final acquisition methods still need verification.

We'll update those once the game launches and we get our hands on them.

Craftsman's Writ Recipes

WoW Forever also introduces Craftsman's Writs, which are pretty much crafting orders that ask you to supply specific items.

Instead of simply making Potions and throwing them on the Auction House, you might receive a Writ requesting an Alchemy consumable that you need to deliver to a particular NPC. The current Forever database documents 30 Alchemy related crafting orders, although the full list and reward details still need more testing.

One example is Craftsman's Writ: Elixir of Wisdom, which asks for an Elixir of Wisdom. These are especially interesting because you don't necessarily have to craft the requested item yourself. You can also obtain it through the Auction House, meaning you can complete certain Writs even without having the corresponding profession.

For Alchemists, that creates another potential reason to keep older Potions and Elixirs around. Something you might normally vendor after leveling Alchemy could actually have demand because other players need it for a Writ.

I wouldn't start stockpiling hundreds of random Elixirs just yet, though. We'll need to see which Writs players are actually completing, what the rewards are worth, and how frequently they appear. The important thing is to check whether an item has a Craftsman's Writ use before automatically vendoring everything you make.

How to Make Gold With Alchemy

Alchemy has some REALLY good gold making potential in WoW Forever, mainly because you're crafting things that players constantly need to replace.

Unlike professions that focus on weapons or armor, most Alchemy consumables disappear when someone uses them. That means players need to keep buying more Mana Potions, Elixirs, Flasks, and other consumables as they level, run Dungeons, Raid, or do PvP.

Alchemists have a bunch of new ways to make gold through Dyes, special crafting reagents, and Transmutes. Some of these materials are used by OTHER professions, so you're not relying entirely on players buying Potions.

The important thing is knowing what's actually worth crafting instead of just making whatever recipe has the highest Alchemy requirement.

Potions and Elixirs

Potions and Elixirs are going to be your most consistent source of gold with Alchemy. Players are constantly consuming these items, which means there's potential for repeat customers throughout the entire game. The trick is figuring out which ones have enough demand to justify the cost of making them.

Here are some consumables I'd keep an eye on:

Consumable

Potential Buyers

Mana Potions

Healers, Casters, and Mana using classes

Spellblasting Potions

Spell Damage dealers

Frenzy Potions

Physical DPS

Mender's Potions

Healers

Mageblood Elixirs

Healers and other Mana users

Protection Potions

Raiders and PvP players

Free Action Potion

PvP players

Flasks

Players preparing for difficult PvE content

One thing I REALLY like about the new Potion families is that they have multiple ranks spread throughout the leveling process. That means you don't necessarily have to wait until Level 60 to start selling useful consumables. Lower level players might want Minor or Lesser Spellblasting and Frenzy Potions, while higher level players will eventually move toward the stronger versions.

However, I wouldn't automatically assume the highest rank is always the most profitable. Sometimes lower level Potions have better margins because the materials are cheap and there's less competition. Other times, nobody is buying them because players level past that range too quickly.

Pay attention to how many items are actually selling, not just what people are listing them for.

Flasks will probably be one of your bigger endgame markets, especially once players start progressing through Raids. Just remember that expensive materials like Black Lotus can make Flask crafting pretty risky if prices suddenly drop.

Dyes and Profession Reagents

This is probably the most overlooked gold making opportunity for Alchemy in the game. Alchemists can now make several reagents that OTHER professions need, including Cerulean Dye, Magenta Dye, Viridian Dye and Sulfuric Acid.After looking through the profession recipe spreadsheet, these materials are used in a pretty ridiculous number of recipes.

Alchemy Reagent

Recipes Using It Outside Alchemy

Cerulean Dye

131

Magenta Dye

65

Sulfuric Acid

45

Viridian Dye

15

Those numbers come directly from the current profession recipe spreadsheet. They count recipes that use the reagent, not how many individual units players will need. Cerulean Dye is the biggest standout here.

It appears in 131 recipes outside Alchemy, including new gear, bags and enchants. That's a HUGE number of potential uses for something you can start crafting very early in your Alchemy progression.

However, that doesn't automatically mean Cerulean Dye will be the most profitable. Some recipes might barely get crafted, while others could become extremely popular.

There are also several older Alchemy reagents worth paying attention to.

  • Fire Oil: Used in numerous recipes, and each craft now produces 2 Fire Oils instead of 1.
  • Stonescale Oil: Used for Alchemy consumables and other crafting recipes.
  • Ghost Dye: Used by several professions, and its recipe now produces 2 per craft.
  • Arcanite Bar: Still used in A LOT of high level crafting recipes.

I'd keep a particularly close eye on Dyes and Sulfuric Acid around launch.If a popular crafted item requires several of these reagents, demand could spike pretty quickly as players start leveling their professions and crafting gear.

And because they're intermediate materials, some players will happily pay extra rather than gathering everything and finding an Alchemist themselves.

Transmutes

Transmutes are another major source of gold for Alchemy, especially once you start getting into the higher level recipes.

Instead of combining herbs into consumables, you're converting one material into another. Some of these Transmutes have long cooldowns, which can make the resulting materials more valuable.

The two I'd pay the most attention to are Recipe: Transmute Arcanite and Recipe: Transmute Legionite

Recipe: Transmute Arcanite converts a Thorium Bar and Arcane Crystal into an Arcanite Bar.

Arcanite is used in numerous high level crafting recipes, so there's a good chance it'll remain relevant as players work toward their endgame equipment.

Recipe: Transmute Legionite is the new Forever option and it requires a Heavy Thorium Bar and Fel Crystal to create one Legionite Bar, which is used in 22 recipes across Blacksmithing and Engineering according to the profession spreadsheet.

The current recipe data also shows a 47 hour cooldown, meaning you can't just continuously produce Legionite whenever you want. That cooldown is what makes this very interesting to me.

If Legionite becomes important for popular crafted gear, Alchemists who have access to the recipe could potentially make some pretty good gold just by using their available Transmutes.

You can also potentially charge other players a fee to perform Transmutes using materials they provide. But don't assume Legionite will automatically be more profitable than Arcanite. What matters is the actual profit per Transmute, not which Bar looks more valuable.

The Legionite recipe source also hasn't been confirmed yet, so we still need to see how accessible it actually is once players reach the appropriate level.

Rare Recipes

Rare Alchemy recipes can be another good way to make gold, but there's an important distinction here. A recipe being rare doesn't automatically mean the item it creates is valuable.

Sometimes a rare recipe makes something players constantly need, which is great. Other times, you spend hours farming a recipe only to discover that almost nobody wants the finished product. The game added several new recipes that come from enemy drops, quests, special vendors, and Dungeon bosses.

Some worth paying attention to include:

Recipe

Why It Could Be Valuable

Minor Spellblasting Potion

Early offensive consumable for Casters

Minor Frenzy Potion

Early offensive consumable for physical DPS

Minor Mender's Potion

Early Healing consumable

Greater Spellblasting Potion

Stronger caster consumable with a special recipe source

Greater Frenzy Potion

Stronger physical DPS consumable with a special recipe source

Recipe: Transmute Legionitee: Legionite

New crafting material with limited production

The early WoW Forever combat Potions are particularly interesting because players might want them before they have access to higher level versions. But there's also a potential problem.

If a recipe is difficult to obtain, you might have less competition. If it's extremely easy to farm, everyone could end up selling the same Potions and driving prices down. I'd also be careful about buying rare recipes for ridiculous prices early on.

Unless you've got a pretty good idea of how much demand there is for the finished item, spending hundreds of gold on a recipe could take a LONG time to recover.

Crafting Cost vs Sale Price

This is probably the most important part of making gold with Alchemy. Just because you gathered the herbs yourself doesn't mean the Potion was free to craft. Those herbs have value. You could've sold them directly on the Auction House instead of turning them into Potions, so you need to account for that when calculating your actual profit.

For example, let's say you're making Major Frenzy Potion, which requires:

  • 3 Plaguebloom
  • 2 Blindweed
  • 1 Imbued Vial

Here's a hypothetical example of how the numbers might look:

Material

Cost

3 Plaguebloom

6g

2 Blindweed

2g

1 Imbued Vial

20s

Total Crafting Cost

8g 20s

Example Auction House Price

10g

Auction House Cut (5%)

50s

Profit per Potion

1g 30s

These are fictional prices used to demonstrate the calculation, not actual Auction House prices. The example assumes a completed sale at a 5% Auction House cut and excludes listing deposit costs.

In this example, you're making 1g 30s profit per Potion before any additional selling costs. That's not terrible, but now imagine Plaguebloom suddenly doubles in price. Your crafting cost would jump to 14g 20s, meaning you'd actually LOSE gold selling that Potion for 10g.

This is why I recommend checking material prices before crafting large batches of anything. You also need to account for the Auction House cut, which is generally 5% on normal faction Auction Houses. And if your items don't sell, you could lose additional gold through listing deposits.

One other thing to remember is that crafting materials can sometimes sell faster than finished consumables, so if you've got a bunch of expensive herbs sitting in your bank, don't automatically turn them into Potions just because you're an Alchemist. Always Check whether selling the raw herbs would actually make you more gold.

Personally, I'd focus on a handful of consumables and crafting reagents that are consistently selling rather than trying to make everything. Start with Mana Potions, popular Elixirs, and some of the new Forever consumables. Then keep an eye on Dyes, Sulfuric Acid, and Transmutes as players start getting into more advanced crafting once they hit Level 60.

The biggest advantage Alchemy has is that there are A LOT of different markets to work with. If Potions aren't profitable, maybe Dyes are. If herb prices are ridiculous, maybe your Transmute cooldown is worth more. You don't need every recipe to be profitable. You just need to figure out which ones are actually making you gold on your server.

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