Camping is one of Forever's new group systems: around a campfire, every player places one camp feature from their profession, and anyone who sits at the camp for a minute receives the benefits of all features. The buffs stand in for class buffs your group is missing – a camp without a priest gets stamina from the First Aid Kit, one without a mage gets intellect from the Incense Candle. This guide explains campfires, features and the rules. Put your own camp together in the camp planner.
The basic rules
- Each player can contribute one camp feature. The campfire decides how many fit.
- Anyone who sits or crafts at the camp for 1 minute receives the benefits of the other features ("Camp Benefits", 1 hour).
- All camp features share a 1-hour cooldown that starts when one is placed.
- Camp buffs are variants of class buffs and do not stack with them.
- A higher tier of the same profession can be placed over the lower one without using another slot and keeps its buff.
- Everyone at the campfire can use crafting stations placed there.
- On PvP realms, enemies can threaten a camp.
The three campfires
Campfires are built with Cooking. All three need Flint and Tinder.
| Campfire | Learn at | Place from | Slots | Material | Source |
|---|---|---|---|---|---|
| Basic Campfire | 1 | 1 | 3 | 1 Simple Wood | automatically with the profession |
| Journeyman Campfire | 90 | 140 | 5 | 1 Star Wood | blueprint |
| Expert Campfire | 200 | 220 | 10 | 1 Thick Logs | blueprint |
The Journeyman Campfire gives skill-ups from 95 (grey at 105), the Expert Campfire from 205 (grey at 220). For groups and raids that makes Cooking the most important secondary profession: only from 220 do ten features fit around one fire.
Tier-1 camp features
Every profession has a tier-1 feature, learnable at skill 20 from the trainer or through the "Camping 101" quest. The values are for a level-60 character.
| Feature | Profession | Buff at level 60 | Excludes |
|---|---|---|---|
| First Aid Kit | First Aid | +56 Stamina | Power Word: Fortitude |
| Incense Candle | Herbalism | +25 Intellect | Arcane Intellect |
| Lodestone | Mining | +90 melee Attack Power | Blessing of Might |
| Sharpening Wheel | Blacksmithing | +34 Strength | Strength of Earth Totem |
| Mana Well | Alchemy | 29 mana every 5 sec | Blessing of Wisdom |
| Faction Banner | Tailoring | +32 Spirit (own faction only) | Divine Spirit |
| Enchanted Lute | Enchanting | +308 Armor, +13 all stats, +22 all resistances | Mark of the Wild |
| Fish Bowl | Fishing | +8% stats | Blessing of Kings |
| Camp Chair | Skinning | +2% critical strike chance | Moonkin Aura |
| Camp Tent | Leatherworking | Rested experience up to 5% of a level | – |
| Reagent Bot | Engineering | Reagent vendor | – |
The values grow with character level; Incense Candle, Lodestone, Sharpening Wheel and Mana Well already reach their maximum between level 52 and 56. The Camp Tent only works while your rested experience is below 5% of a level.
Tiers 2 and 3: blueprints and stations
From skill 140 every profession has a tier-2 feature, from 300 a tier-3 one – both from blueprints. They keep the buff of their tier-1 feature and add a function:
- Tier 2: Fermenter, Tanning Rack and Spinning Wheel create certain reagents; the Rock Garden grows mining nodes, the Greenhouse grows herbs from seeds; the Fishing Rack lets you catch uncommon fish; the Arcane Salvager disenchants more efficiently; the Repair Bot repairs gear; Cookie's Feast (Cooking) lays out stamina food.
- Tier 3: Alchemy Laboratory, Master Forge, Arcane Forge, Anarchist's Workbench, Sewing Machine, Molten Foundry and Loom are stations for recipes that require them. The Iron Oven is needed for the most advanced cooking recipes, the Seed Hybridizer combines seeds into rarer tiers, and the Fishing Hut lets you catch rare fish.
How to build a good camp
- Fill gaps instead of doubling up: check which classes your group is missing. A paladin makes the Fish Bowl and Lodestone redundant, a druid the Enchanted Lute.
- The fire comes first: an Expert Campfire holds ten features – as many as a 10-player group for Barrow Deeps can contribute.
- Replace tiers instead of stacking: a tier-2 or tier-3 feature goes over the lower one of the same profession without taking a slot.
- Plan the timing: because of the shared one-hour cooldown, a camp pays off before a raid or a longer dungeon run, not between two pulls.
- Use Legacy: Permanence doubles the duration of camp benefits, Field Guide cuts the cooldown by 25%, Reagent Economy makes tier-1 features free of materials. More in the Legacy guide.
What is still open
Where the tier-2 and tier-3 blueprints drop is not recorded in our data. The exact recipe lists for the tier-3 stations are not fully known. According to the client text, tier-2 and tier-3 features have no buff values of their own and use those of tier 1.
Sources
Frequently asked questions
How many camp features fit around a campfire?
3 at the Basic Campfire, 5 at the Journeyman Campfire and 10 at the Expert Campfire. Each player can contribute one feature.
Do camping buffs stack with class buffs?
No. Every camp buff is a variant of a class buff and excludes it, for example the First Aid Kit and Power Word: Fortitude.
Which cooking skill do I need for better campfires?
The Basic Campfire is available from Cooking 1. You learn the Journeyman Campfire blueprint at 90 and can place it from 140. The Expert Campfire is learned at 200 and placed from 220.
How long do camp benefits last?
One hour. You have to sit or craft at the camp for one minute to get them. The Legacy node Permanence doubles the duration.