Gaming

WoW Forever Herbalism, Mining and Skinning: Camp Features, Greenhouse and Smelting

Every gathering camp feature at skill 20, 140 and 300, with reagents, effects, smelting and Scarce materials.

Every gathering camp feature at skill 20, 140 and 300, with reagents, effects, smelting and Scarce materials.

A Dwarf mines a stone node beside an herb bush in World of Warcraft: Forever

Image: Blizzard Entertainment

Quick answer: Herbalism, Mining and Skinning each unlock three camp features at skill 20, 140 and 300. Herbalism builds the Greenhouse at 140, Mining builds the Rock Garden and Skinning builds the Field Guide.


How gathering works in WoW Forever

In World of Warcraft: Forever, the three gathering skills follow one rule. A higher skill lets you collect harder materials. Herbalism and Mining open up tougher herbs and mineral nodes as your skill rises. If a node is still out of reach, the fix is to gather easier herbs or ores in lower level areas until your skill catches up. Skinning works on monsters instead of nodes. The in-game text explains the cap: “Once your skill is above 100, you can divide your skill by 5 to determine the highest level of monster you can skin.” That means 300 Skinning skins level 60 monsters. Each skill also unlocks camp features, which are new in WoW Forever. You place them at a campsite, and each one needs a Campfire nearby. All camp features share a 1 hr cooldown, so you place one, then wait before placing another. The features learned at 140 and 300 can go on top of the skill 20 feature to replace it, and they keep its benefits. The camping guide covers Campfires and campsites, and the full list of skills sits in the professions overview.


Herbalism camp features

At Herbalism skill 20, you learn to make the Incense Candle from Peacebloom and Silverleaf. When lit, it grants you and nearby seated players 2 to 25 additional Intellect, based on level; the effect does not stack with Arcane Intellect. The Herbalism 140 reward is Blueprint: Greenhouse, which teaches the Greenhouse. At 300, Blueprint: Seed Hybridizer teaches the Seed Hybridizer, requiring Mountain Silversage x4, a Crystal Vial and Runecloth x2. Each of these advanced features also grants the Incense Candle’s Intellect effect. They require a nearby Campfire, and either one can take the Incense Candle’s place.

Camp featureHow to learnReagentsEffect
Incense CandleHerbalism 20Peacebloom, SilverleafIgnites an Incense Candle that allows you and others sitting nearby to gain 2-25 increased Intellect (level dependent), mutually exclusive with Arcane Intellect.
GreenhouseBlueprint: Greenhouse (Herbalism 140)Simple Wood x2, Arthas' Tears, Purple LotusPlaces a Greenhouse that will grow herbs over time from seeds planted, and provides all of the benefits of an Incense Candle. Requires a Campfire nearby. May be placed over an Incense Candle to replace it. All camping features share a cooldown of 1 hr.
Seed HybridizerBlueprint: Seed Hybridizer (Herbalism 300)Mountain Silversage x4, Crystal Vial, Runecloth x2Places a Seed Hybridizer that allows seeds to be multiplied or combined into rarer tiers, and provides all of the benefits of an Incense Candle. Requires a Campfire nearby. May be placed over an Incense Candle to replace it. All camping features share a cooldown of 1 hr.

Greenhouse

You learn the Greenhouse from Blueprint: Greenhouse at Herbalism 140. To build it, bring Simple Wood x2, Arthas’ Tears and Purple Lotus. Place it near a Campfire at your campsite. Once it is down, it grows herbs over time from the seeds you plant in it. It also gives the same Intellect bonus as the Incense Candle, so dropping it on top of a lit candle loses nothing. At 300, the Seed Hybridizer adds the next step. It can multiply your seeds or combine them into rarer tiers.

Greenhouse
Greenhouse

Mining camp features

Mining begins with the Lodestone at skill 20, built from Rough Stone and a Copper Bar. At 140, Blueprint: Rock Garden teaches the Rock Garden, made from Heavy Stone x2, Iron Ore and a Silver Bar. It spawns a common mining node at your campsite over time. At 300, Blueprint: Molten Foundry teaches the Molten Foundry, made from Thorium Bar x5, Dense Stone x2 and a Truesilver Bar. You need it for any recipe that calls for a Molten Foundry. Both features include all the benefits of a Lodestone and can replace one in place. Like every camp feature, they need a Campfire nearby.

Camp featureHow to learnReagentsEffect
LodestoneMining 20Rough Stone, Copper Bar
Rock GardenBlueprint: Rock Garden (Mining 140)Heavy Stone x2, Iron Ore, Silver BarPlaces a Rock Garden that spawns a common mining node over time, and provides all the benefits of a Lodestone. Requires a Campfire nearby. May be placed over a Lodestone to replace it. All camping features share a cooldown of 1 hr.
Molten FoundryBlueprint: Molten Foundry (Mining 300)Thorium Bar x5, Dense Stone x2, Truesilver BarPlaces a Molten Foundry usable for recipes that require it, and provides all the benefits of a Lodestone. Requires a Campfire nearby. May be placed over a Lodestone to replace it. All camping features share a cooldown of 1 hr.

Smelting

Mining lets you smelt ore into bars, with 14 recipes in total: the list begins with Smelt Copper at 25 and reaches Smelt Elementium at 310. A number of recipes require bars produced by earlier smelting. At 65, Smelt Bronze combines a Copper Bar with a Tin Bar; at 165, Smelt Steel uses an Iron Bar and Coal. WoW Forever introduces Smelt Azerothium at Mining 275, made with Pitchblende x2 and Coal. Blacksmiths using these bars can use the Blacksmithing leveling route.

Smelting recipeMining skill (orange)Reagents
Smelt Copper25Copper Ore
Smelt Tin50Tin Ore
Smelt Bronze65Copper Bar, Tin Bar
Smelt Silver100Silver Ore
Smelt Iron130Iron Ore
Smelt Steel165Iron Bar, Coal
Smelt Gold170Gold Ore
Smelt Mithril175Mithril Ore
Smelt Truesilver230Truesilver Ore
Smelt Dark Iron230Dark Iron Ore x8
Smelt Thorium250Thorium Ore
Smelt Azerothium275Pitchblende x2, Coal
Smelt Heavy Thorium300Heavy Thorium Ore
Smelt Elementium310Elementium Ore, Arcanite Bar x10, Fiery Core, Elemental Flux x3

Skinning camp features

At Skinning skill 20, you unlock the Camp Chair, which requires Light Leather x3 and Simple Wood x2. Sitting nearby, you and other players receive 2% critical strike chance for all spells and attacks; Moonkin Aura does not stack with this effect. Blueprint: Field Guide, available at 140, teaches the Field Guide. Craft it with Medium Leather x3, Slimy Murloc Scale x2 and Fine Thread; players who read it gain Track Beasts. At 300, Blueprint: Trapper’s Workbench teaches the Trapper’s Workbench, requiring Simple Wood x2, Heavy Leather x4 and an Iron Bar. It can hold 1 trap. The two higher-level features retain the Camp Chair’s bonus, can take its place, and require a Campfire nearby.

Camp featureHow to learnReagentsEffect
Camp ChairSkinning 20Light Leather x3, Simple Wood x2Assembles a camp chair that allows you and others sitting nearby to gain 2% increased critical strike chance with all spells and attacks, mutually exclusive with Moonkin Aura. Requires a Campfire nearby. All camping features share a cooldown of 1 hr.
Field GuideBlueprint: Field Guide (Skinning 140)Medium Leather x3, Slimy Murloc Scale x2, Fine ThreadPlaces a Field Guide that allows players to read it and gain Track Beasts, and provides all the benefits of a Camp Chair. Requires a Campfire nearby. May be placed over a Camp Chair to replace it. All camping features share a cooldown of 1 hr.
Trapper's WorkbenchBlueprint: Trapper’s Workbench (Skinning 300)Simple Wood x2, Heavy Leather x4, Iron BarPlaces a Trapper's Workbench containing 1 trap, and provides all the benefits of a Camp Chair. Requires a Campfire nearby. May be placed over a Camp Chair to replace it. All camping features share a cooldown of 1 hr.

Scarce materials from gathering

All three skills can turn up Scarce materials as extra finds while you gather. Examples include Pristine Leather from Skinning, Pyrite from Mining and Frilled Lichen from Herbalism. The Legacy talent Bountiful Harvest makes these finds 100% more likely. The full list is in the Scarce materials breakdown, and the talent’s place in a build is covered in the best Legacy talents rundown.


FAQ

What is the Greenhouse for?

It grows herbs over time from seeds you plant and provides the Incense Candle’s Intellect bonus. Blueprint: Greenhouse teaches it at Herbalism 140.

Which monster levels can Skinning handle?

For Skinning above 100, the maximum skinnable monster level is your skill divided by 5.

What happens at the Rock Garden?

Over time, it produces a common mining node at your campsite.

How do you make Azerothium?

At Mining 275, smelt Pitchblende x2 and Coal into this bar.