
WoW Forever · Crafting Professions
First Aid in WoW Forever: Bandages, Potions and Cloth Demand
WoW Forever First Aid from the beta client: healing potions moved in, new poultices and tourniquets, cloth needed per bandage tier, and what each sold for on beta scans.
The short answer
First Aid is the profession Forever changed most in kind. Our extract of the beta client lists 40 First Aid abilities and 32 recipes that make an item, and 17 of those are new. The new ones turn First Aid from a bandage trade into a medical one: all six Healing Potions moved here from Alchemy, and there are new poultices that cure diseases, tourniquets that cure bleeds, a Potent Anti-Venom, and three camp objects. For gold, the honest verdict is that most of First Aid loses money on the beta, because cloth sells for more as cloth than as bandages, and potions that everyone can make are cheap. The exceptions are
Mageweave Bandage, which sold for 30 silver against one Mageweave Cloth at 30 silver45 copper, and the Toxin Study camp object.
Lowest buyout from player scans of the WoW Forever beta Auction House, as of beta build 70291. Beta prices are a testing economy and will not carry over to launch. Last verified
What is in the Forever First Aid book
The trainer text in the client is unchanged: First Aid "allows the creation and use of bandages up to a potential skill of 300", and cloth for bandages "found on humanoids". What is new is everything around the bandages:
| Group | Recipes | New | What they do, per the client |
|---|---|---|---|
| Bandages | 12 | 0 | "Heals damage over" a duration, Linen to Crystal Infused |
| Healing Potions | 6 | 6 | "Restores health", Minor to Major |
| Anti-Venoms | 4 | 1 | cure poisons up to level 25, 35, 45 (new Potent) and 65 |
| Poultices | 4 | 4 | cure diseases up to level 25, 35, 45 and 65, not in combat |
| Tourniquets | 3 | 3 | cure bleeds up to level 30, 45 and 65, not in combat |
| Camp objects | 3 | 3 | First Aid Kit, Toxin Study, Plague Doctor's Laboratory |
The poultices and tourniquets are a new idea. In Classic, curing a disease or a bleed out of combat needed a class with the right spell. In Forever, the client gives every First Aid character a consumable for each, capped by level. A group without a priest or paladin can carry poultices into a plague-heavy zone.
Healing potions moved to First Aid
This is the change that matters most for the market. Minor, Lesser, plain, Greater, Superior and Major Healing Potion are all First Aid recipes in the beta client, all flagged new, and none of them is in the Alchemy book any more. They also use new ingredients, built around vendor spices:
| Potion | Client skill band | Reagents | Cost on 2026-10-08 | Sold at |
|---|---|---|---|---|
| Minor Healing Potion | 55 to 95 | Empty Vial, Mild Spices, Peacebloom | 50 copper | 5 copper |
| Lesser Healing Potion | 85 to 125 | Empty Vial, 2 Mild Spices, Briarthorn | 4 silver20 copper | 30 copper |
| Healing Potion | 135 to 175 | Leaded Vial, Hot Spices, Bruiseweed | 3 silver43 copper | 2 silver89 copper |
| Greater Healing Potion | 175 to 215 | Leaded Vial, 3 Hot Spices, Liferoot | 10 silver22 copper | 9 silver94 copper |
| Superior Healing Potion | 230 to 270 | Crystal Vial, Soothing Spices, Sungrass | not priced | 7 silver |
| Major Healing Potion | 290 to 330 | Crystal Vial, 3 Soothing Spices, Golden Sansam | not priced | not listed |
Every potion we could price sold below its ingredients on the beta, and the cheap ones by a long way: Minor Healing Potion sold for a tenth of its bill with 563 listed, and plain Healing Potion had 1,033 units on the market. That is what happens when every character with a free secondary profession can make the potion that used to belong to one primary profession. Do not plan on potion income from First Aid. Make them for yourself; it is still cheaper than buying from a vendor in the field.
Cloth demand per bandage tier
Bandages are still the core of First Aid, and they are still a cloth sink. Here is every bandage with its cloth, the cloth price and the bandage price on 2026-10-08:
| Bandage | Client skill band | Cloth | Cloth cost | Sold at |
|---|---|---|---|---|
| Linen Bandage | 30 to 60 | 1 Linen | 25 copper | 10 copper |
| Heavy Linen Bandage | 50 to 100 | 2 Linen | 50 copper | 20 copper |
| Wool Bandage | 80 to 150 | 1 Wool | 79 copper | 28 copper |
| Heavy Wool Bandage | 115 to 185 | 2 Wool | 1 silver58 copper | 57 copper |
| Silk Bandage | 150 to 210 | 1 Silk | 3 silver39 copper | 2 silver |
| Heavy Silk Bandage | 180 to 240 | 2 Silk | 6 silver78 copper | 4 silver25 copper |
| Mageweave Bandage | 210 to 270 | 1 Mageweave | 25 silver | 48 silver |
| Heavy Mageweave Bandage | 240 to 300 | 2 Mageweave | 50 silver | not listed |
| Runecloth Bandage | 260 to 320 | 1 Runecloth | 50 silver | not listed |
| Heavy Runecloth Bandage | 290 to 350 | 2 Runecloth | 1 gold | not listed |
The first six rows all lost about 40% to 60% of the cloth value on the beta. Mageweave Bandage was the one bandage that sold above its cloth, at almost twice the price of a Mageweave Cloth. With 57 listed across both houses, that is a real market: at the beta cap, Mageweave bandages are the best healing a character can carry, and few players had the skill to make them.
Our own analysis: a character levelling First Aid from 1 to 300 by making each bandage tier until it turns grey will burn far more cloth than any other single use. If one character made each of the ten bandage recipes once, the bill is 15 cloth. Levelling takes dozens of crafts per tier, so the real figure per character is in the hundreds. On the beta, every one of those crafts below Mageweave turned cloth into something worth less.
The new medical items, priced
| Item | Client skill band | Reagents | Cost | Sold at |
|---|---|---|---|---|
| Simple Poultice | 90 to 160 | Spider Ichor, Mild Spices, Bottle of Dalaran Noir | 2 silver14 copper | 28 copper |
| Woolen Tourniquet | 120 to 190 | 2 Wool Cloth, 2 Fine Thread | 3 silver78 copper | 98 copper |
| Clever Poultice | 160 to 220 | Murloc Fin, Soothing Spices, Thunder Ale | not fully priced | 2 silver |
| Leather Tourniquet | 220 to 280 | 2 Thick Leather, 2 Silken Thread | 89 silver90 copper | not listed |
| Potent Anti-Venom | 230 to 290 | Swollen Venom Sac | not priced | not listed |
| Surgical Tourniquet | 280 to 340 | 2 Rugged Leather, 2 Runecloth, 2 Heavy Silken Thread | 1 gold58 silver | not listed |
The new cures sold below cost where they had a price at all, which fits a beta where few groups had reached disease and bleed content. Expect the higher tiers to find buyers at launch in the zones and dungeons where those effects are common.

Duskwood: Eastern Kingdoms, Zone ID 10
Camp objects: Kit, Toxin Study, Laboratory
| Object | Client skill band | Reagents | Client text, short |
|---|---|---|---|
| First Aid Kit | 20 to 25 | 3 Linen Bandage, Refreshing Spring Water | Stamina for players sitting nearby |
| 140 to 145 | Anti-Venom, 2 Mageweave Bandage, 2 Simple Wood | "contains healing potions and anti-venom", plus Kit benefits | |
| Plague Doctor's Laboratory | 300 | 2 Simple Wood, 2 Strong Anti-Venom, 5 Heavy Runecloth Bandage | "contains healing potions and poultices", plus Kit benefits |
The Toxin Study was the one First Aid craft with a clear profit on the beta: a bill of 97 silver68 copper against a sale price of 2 gold94 silver on both houses. A camp object that hands out healing potions and anti-venom to a group is worth more to a dungeon party than the bandages inside it. The First Aid Kit sold for a few copper, less than its bandages; make it for your own camp.
How to level First Aid without wasting cloth
- Level on the cloth you cannot sell well. On the beta that meant Linen and Wool, which were cheap and deep.
- Make the First Aid Kit at 20 for your own camp.
- Skip Healing Potions as a money maker. Make them only for your own bags.
- At 140, make one Toxin Study for your camp; sell extras if the price holds.
- Save Silk for Tailoring. A Bolt of Silk sold well above four Silk Cloth, while a Silk Bandage sold for less than its cloth.
- At 210, make Mageweave Bandages for sale. They were the only bandage worth more than their cloth.
Reading the level caps on cures
Every new cure in the client names the highest level it works on. Simple Poultice cures diseases "up to level 25", Clever Poultice up to 35, Superior up to 45 and Powerful up to 65. The tourniquets cure bleeds up to 30, 45 and 65, and the anti-venoms cure poisons up to 25, 35, 45 and 65. Read those numbers as a buyer map. The players who need a Clever Poultice are the ones fighting diseased mobs between roughly level 25 and 35, and the players who need a Powerful one are at the endgame.
That has two practical effects for a seller:
- Each tier has a short shelf life for any one character. A level 30 player will buy Woolen Tourniquets for a few levels and then never again. Sell small stacks often rather than big stacks once.
- Demand moves with the server. In launch week everyone is low level, so the 25 and 30 caps sell. A month later the 45 and 65 tiers take over. Stock the next tier before the crowd reaches it.
Who should take First Aid at all
First Aid is a secondary profession, so it does not take one of your main profession slots in Classic terms, and nothing in the beta client suggests that changed. Every character who fights should have it for the bandages and the self-made potions alone. The question here is only whether it makes gold, and the answer depends on what else you do:
- A tailor should skip bandages above Wool. Silk and Mageweave are worth more as bolts.
- A skinner or leatherworker has spare leather for the new tourniquets, which are the only First Aid items that do not compete with tailors for cloth.
- A herbalist has the Peacebloom, Briarthorn, Bruiseweed and Liferoot for the potion line, and can make potions for the guild at cost.
- A dungeon tank or healer benefits most from the Toxin Study in a camp before a run.
Risks to plan around
- Crowded market. Every character can learn First Aid, so any First Aid item that sells well will attract sellers fast.
- Unknown potion strength. We cannot see in the tables we read how much each Healing Potion restores in Forever compared with Classic, or how it compares with the new Alchemy Mender's Potions.
- Cure demand is content-driven. If Forever's dungeons use fewer diseases and bleeds than Classic's, poultices and tourniquets will stay cheap.
What to watch on the Auction House
- Mageweave Bandage against Mageweave Cloth.
- Toxin Study listings.
- Healing Potion prices. If they rise above their spices at launch, they become a quick sale.
- Wool and Silk Cloth. Tailoring's new recipes want a lot of silk, which should make silk bandages an even worse deal.

- Level
- 1
- Profession
- First Aid (secondary; any character can learn it)
- Tools
- none; cloth from humanoids, spices from vendors
- Group
- Solo
Related guides in this lane
Cloth has a better buyer in Tailoring for gold in WoW Forever. The Alchemy side of the potion change is in Alchemy for gold. Spices and food are covered in Cooking and XP Food in WoW Forever, and all the professions are compared in the best WoW Forever profession for gold. The full library is on the WoW Forever guides hub and the crafting professions shelf.
Changelog
- 2026-10-08: First version. Recipes from our beta profession extract (build 70124); item use effects, cure levels and camp spells from the beta client datamine (build 70291); prices from player scans of the beta Auction House.
How this guide was written
Prices on this page are read live from TheWoWDB Auction House tables when the page loads. Item names, icons, zones and art come from our own datamine of the game client. We do not publish gold-per-hour numbers for any route nobody has walked and timed, so where a rate would go this page says so. WoW Forever is in beta: every fact here is labelled with the client build it was read from and can change before launch. Read the full method or the about page.