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Paladin

Hammer, seal, and Light - now for the Horde too

The paladin is a mail-clad warrior of the Light: swinging a heavy two-hander one moment, sheltering behind a shield the next, healing allies and handing out blessings. Killing one is difficult; catching someone is even harder for the paladin. WoW Forever brings paladins to the Horde for the first time in Classic, as Forsaken who wield the Light through pain. Blessings now last an hour, and Judgement no longer consumes your seal.

HealerTankMelee

Paladin PvP

Level 60 builds with every talent explained, combos and a plan for every matchup, duels, battlegrounds and world PvP.

Start leveling

Step-by-step routes: where to go, which quests to pick up, when to enter dungeons, talents and addons.

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Level 1–30 routes · quests, gear and talents · guides in Russian

A knight of the Light, risen from the grave

Archbishop Alonsus Faol founded the Order of the Silver Hand, whose first knight was Uther the Lightbringer, the man who refused Arthas's order to purge Stratholme. Classic paladins belonged only to the Alliance, among humans and dwarves. In Forever, the dead have taken up the Light, and undead are the only Horde race with this class.

The undead paladin's home is Bandarion's Keep in northwestern Tirisfal. It is named after Garek Bandarion, who supposedly died defending Undercity and may have been the first Forsaken to turn back to the Light. Danita Morr commands the keep and leads the order Tyr's Watch. The Argent Dawn has invited her order to join, but she refuses: the Forsaken are her people, and undeath is not a disease she wishes to cure.

The Light still brings pain. Your Deathknell mentor advises enduring it as you would exercise a weakened muscle.

Seal, Judgement, strike

Paladin combat starts with a seal. Seal of Righteousness lasts 30 seconds and adds Holy damage to every swing, while Judgement unleashes its power on an enemy. In Classic, Judgement consumed the seal. In Forever, the seal remains, and you use Judgement every 10 seconds.

At level 6, Holy Strike joins them: weapon damage plus Holy damage that armor does not reduce. Your two-hander swings every three-plus seconds; between swings, you press abilities and watch mana drain faster than expected.

Paladins have several seals. A slow two-hander later favors the Seal of Command talent, while a tank needs Seal of Fury. Veterans use seal twisting: switching seals mid-swing to trigger both. In Forever, this is tied to the top of the Retribution tree.

An aura is always active around you, one from each paladin. Devotion Aura adds armor to you and nearby group members. Cast blessings on yourself and allies, one per target from each paladin: Blessing of Might for physical damage dealers, and from level 14, Blessing of Wisdom for mana users. In Forever they last an hour rather than five minutes: cast them in town and forget about them.

Every mana expenditure pauses Spirit-based regeneration for 5 seconds, although Blessing of Wisdom and item-based mana regeneration continue. Veterans therefore heal after combat with one strong spell to 75–80%, rather than repeatedly topping up during a fight.

If a fight goes wrong, Hammer of Justice stuns the enemy for 3 seconds once a minute, enough to cast Holy Light. If things get worse, Divine Protection makes you immune to attacks and spells for 6–8 seconds every 5 minutes, while still allowing self-healing. Your final trump card is Lay on Hands: full health for all your mana, now on a 20-minute cooldown instead of an hour in Forever.

Leveling 1–30: mana first, Strength later

Early on, mana is the limiting factor. You have enough for two or three enemies, then sit down to drink despite dealing sufficient damage. Blessing of Wisdom at 14 helps, as does fighting only one or two enemies at once: before 20, you have no area damage. Undead also eat corpses: in Forever, Cannibalize restores mana as well as health. It requires a nearby humanoid or undead corpse; beasts do not count.

Do not miss class quests. An undead paladin learns Holy Light from Return to the Light at level 2 rather than a trainer, and Redemption comes only from the A Lesson in Piety chain at 12. That chain needs 10 Linen Cloth, so keep linen from your earliest enemies.

Level 20 brings major training: Consecration, Exorcism against undead and demons, Flash of Light, and Blessing of Kings. Forum reports and Wowhead's overview describe paladins as the beta's strongest class from this point, recommending leveling one "with your eyes closed." Retribution gains mana recovery at 20 through Sanctified Judgement: each Judgement refunds 60% of the seal's cost.

Paladins still move slowly. The horse arrives at 40; until then, mobility consists of the Pursuit of Justice talent for +15% movement speed and Blessing of Freedom against slows.

Dungeons and raids: three roles and blessings for everyone

Before level 30, a paladin can heal, tank, or deal damage. You choose before the dungeon, not at character creation. Flash of Light helps healers from 20, damage dealers need a two-hander and blessings for the group, and Purify removes poisons and diseases.

Forever gives paladin tanks a taunt for the first time in Classic. From level 10, Seal of Fury absorbs some damage while using a shield, and its Judgement forces an enemy to attack you for 4 seconds. Previously, that button did not exist, which was one reason warriors were always chosen to tank.

In Classic raids, paladins usually healed and maintained blessings. Each could place only one of their own blessings on a player, so raids brought four or five and divided the work: one supplied Kings, another Salvation, and another Might for damage dealers and Wisdom for healers. PallyPower coordinated it all. An old raid joke was putting Blessing of Salvation on the warrior tank: it reduces threat, exactly what a tank needs to generate.

In Forever, Greater Blessings also last an hour, and Blessing of Kings is trained from level 20 instead of being a Protection talent as in Classic. Resistance Aura now affects the whole raid rather than just the group. Dual specialization arrives at 40. Raids are not yet available for testing in beta.

PvP: try killing this

In Classic's open world, paladins frustrate opponents looking for quick wins. They have healing, mail and a shield, Divine Protection, Blessing of Protection for allies, and Lay on Hands.

There is little writing on paladin PvP in Forever's beta, but one thing is clear: the class remains slow. Its only interrupt is Hammer of Justice once a minute, and it has neither a slow nor a charge. Blessing of Freedom from 18 counters mage slows, while Purify removes rogue poisons.

The class's defining meme is bubble-hearth. In a losing Classic fight, a paladin activated the bubble, rank two Divine Shield, and cast Hearthstone: a 10-second cast under a 12-second shield, and the paladin was gone. Everyone laughed except the person who had almost won.

According to players, Forever teaches Divine Shield only at level 34, and it halves your damage. It is therefore unavailable in beta, while Divine Protection is too short to cover a Hearthstone cast. The Protection talent Reckoning sits at 21 points and, since October 8, can trigger no more than once every 1.5 seconds. The October 15 update restored storage of up to 4 charges: the next autoattack consumes them for one extra attack per charge. The beta's only battleground is Darkspear Islands, available from 30.

What is new in Forever, and what testers say

Base healing and Holy damage are lower than in Classic, but spell power on equipment improves seals and strikes. In the talent trees, Holy Shock and Repentance moved from 31 points to 21, while the new Light's Vigil and Twist of Light became the Holy and Retribution capstones.

Testers praise paladin strength at level 20, then start disagreeing. Some find Retribution boring: too few buttons, with Hammer of Wrath only arriving at 44. The Blizzard forum thread Major Design Concerns for Paladin particularly criticizes the Retribution capstone, Twist of Light. After switching seals, the next hit also triggers the old seal, but veterans call it "not real twisting," merely another seal to maintain.

The beta's central debate is this: if seals scale with spell power, has the paladin become a caster in plate?

One tester called the Forsaken class quests fantastic, although A Lesson in Piety is easy to miss, leaving you without resurrection. According to Icy Veins, developer Josh Greenfield called it a bug that Holy Light did not burn the paladin during the level 2 quest and promised a fix in the next build.

Is this your class?

Choose paladin if you want to be useful everywhere: a healer, tank, or damage dealer with blessings for the whole group, and someone who prefers taking hits to running away.

There are drawbacks: frequent drinking before 20, only one interrupt every minute, no slow or charge, and almost no speed boosts before the level 40 horse. One habit reveals an experienced paladin: checking the blue bar before the red one.

To begin, open the Undead Paladin 1–30 leveling guide. It covers the journey from Deathknell's crypt to Thousand Needles, including class quests and builds. The route does not suit humans or dwarves, but its talents and mana advice apply to all.

Since October 15, Salvation and its group version no longer occupy a blessing slot; a separate Revoke command removes Salvation from a selected member. Righteous Fury grants +90% Holy threat. Consecration's spell power scaling fell from 9.5% to 4.2% per tick, and Shield Specialization restores 4% mana no more than once every 3 seconds. Champion of the Light grants spell power equal to 10/20/30% of Intellect.

Paladin races

Horde

UndeadCannibalize, Will of the Forsaken, Touch of the Grave (new)Will of the Forsaken removes fear, sleep, and charm, but does not prevent further control or remove Scatter Shot. Cannibalize helps recovery between fights. Touch of the Grave has a 20% proc chance and a 25-second internal cooldown; Shadow spell power does not strengthen it.

Alliance

HumanWill to Survive (new), Ruthless, The Human Spirit, PerceptionRuthless grants +2% critical strike chance regardless of weapon. Will to Survive removes stuns every 3 minutes, and Perception helps detect hidden enemies. Since October 15, choosing a sword for a racial bonus is unnecessary.
DwarfStoneform, Earth Fury (new), Big Game Hunter (new), Find TreasureStoneform removes bleeds, poisons, and diseases and reduces physical damage taken by 10% for 8 seconds. Earth Fury grants +2% critical damage and healing regardless of weapon: it improves critical strike strength, not chance. Big Game Hunter helps against beasts, and Find Treasure can now yield extra items from most chests.

Leveling builds

Talents for levels 10–30, matching the beta cap. We will update these builds when leveling to 60 opens.

Retribution: two-handermainRetribution 21

Mana savings first, then Judgement mana recovery and movement speed. A continuous path without a mandatory talent reset.

  1. 10–14Benediction5/5
  2. 15–16Improved Judgement2/2
  3. 17–19Conviction3/5
  4. 20–22Sanctified Judgement3/3
  5. 23Seal of Command1/1
  6. 24–25Pursuit of Justice2/2
  7. 26Sacred Arbiter1/1
  8. 27–28Conviction5/5
  9. 29Holy Conduit1/2
  10. 30Vengeance1/3
Why these talents

Strengths: Benediction at 10–14 makes seals, Judgement, Holy Strike, and blessings 10% cheaper, reducing drinking from the first point. Improved Judgement allows Judgement every 8 seconds. Sanctified Judgement at 20–22 refunds 60% of the seal cost per Judgement, making the cycle almost mana-neutral.

Seal of Command at 23 suits a slow two-hander (3.0 speed or slower). Pursuit of Justice at 24–25 grants +15% movement speed; paladins have no other speed boost. Sacred Arbiter at 26 makes Holy Strike hit 20% harder and refresh Judgements on the target. At 30, Vengeance increases damage after a critical strike, stacking up to three times.

Weaknesses: average damage before 20 because points go into mana rather than damage. Seals are not improved: this build does not take Improved Seals.

For earlier movement speed, take Pursuit of Justice at 20–21 and delay Sanctified Judgement. Our order prioritizes less drinking. Seal of Command is only available in a build that spends a point on it.

Continue toward Twist of Light at 31 points without resetting talents.

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Holy + Retribution: damage from 10for immediate damageHoly 8 · Retribution 13

8 points in Holy for Strength and seals, 13 in Retribution. Recommended by Method and Wowhead's level 20 overview.

  1. 10–14Divine Strength5/5
  2. 15–17Improved Seals3/3
  3. 18–22Benediction5/5
  4. 23–24Holy Conduit2/2
  5. 25–26Improved Judgement2/2
  6. 27Conviction1/5
  7. 28–29Pursuit of Justice2/2
  8. 30Sanctified Judgement1/3
Why these talents

Strengths: immediate damage from 10 to 17: Divine Strength grants +10% Strength and Improved Seals adds +15% damage to all seals and Judgements. Then take Benediction for mana, followed at 23–24 by Holy Conduit, making Consecration 40% cheaper for comfortable 3–4 enemy pulls.

Weaknesses: this build lacks Seal of Command and Vengeance; mana is worse than the main build before 18. Wowhead no longer recommends investing in Holy for damage at level 30.

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Protection: shield and Seal of Furyfor dungeon tankingProtection 21

For a healer partner and dungeons: mana from blocks, a Judgement taunt, and a powerful shield at 30. Requires a shield.

  1. 10–14Redoubt5/5
  2. 15–17Precision3/3
  3. 18–19Toughness2/5
  4. 20–22Shield Specialization3/3
  5. 23Improved Seal of Fury1/1
  6. 24Improved Righteous Fury1/3
  7. 25Swift Judgement1/1
  8. 26–28One-Handed Weapon Specialization3/3
  9. 29Improved Righteous Fury2/3
  10. 30Templar's Bulwark1/1
Why these talents

Strengths: Redoubt increases block chance after taking a hit. Shield Specialization at 20–22 increases shield block value by 30%, and each block restores 4% mana (no more than once every 3 seconds). Improved Seal of Fury at 23 grants mana when the absorption from Seal of Fury is consumed. Swift Judgement at 25 resets Judgement's cooldown, useful when an enemy gets loose. At 30, Templar's Bulwark grants absorption equal to your health for 8 seconds.

Weaknesses: slower solo than the main build. Beta forum tanks report that starting in Protection quickly runs out of mana against three or more enemies; Retribution is better for solo leveling.

You do not start with a shield. Choose the Dwarven Kite Shield from The Stolen Journal. Take the one-handed Anvilmar Hammer from The Troll Cave, or buy a Cudgel from Grawn Thromwyn in Kharanos from level 2 if you chose a two-hander earlier. Do not buy another shield if you already have one. Later, compare Loch Modan rewards and the class Bastion of Stormwind from defending the farm at 20+.

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Holy: healer with Holy Shock at 30for group healersHoly 21

The same points as Holy + Retribution through 17, mana regeneration while healing from 20, and Holy Shock at 30.

  1. 10–14Divine Strength5/5
  2. 15–17Improved Seals3/3
  3. 18–19Healing Light2/3
  4. 20–22Reverence3/3
  5. 23Healing Light3/3
  6. 24Spiritual Focus1/2
  7. 25Divine Favor1/1
  8. 26–27Infusion of Light2/2
  9. 28–29Illumination2/5
  10. 30Holy Shock1/1
Why these talents

Strengths: Divine Strength and Improved Seals at 10–17 provide solo damage. Healing Light makes healing 12% stronger. Reverence at 20–22 allows 30% mana regeneration to continue while casting. Divine Favor at 25 guarantees a critical strike when an ally is near death. At 30, Holy Shock provides healing or damage on a 10-second cooldown.

Weaknesses: slower solo than Retribution after 20; using Holy Shock offensively consumes considerable mana.

For a dedicated healer, spend the first 5 points on Divine Intellect 5/5 rather than Strength.

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Useful information

Paladin: combat, mana, and training
One enemy: seal, Judgement, strike
  • Before 6, maintain Seal of Righteousness and autoattack; add Judgement from 4. From 6, use Holy Strike, keeping enough mana to heal. Do not refresh an active seal after every Judgement.
  • In ordinary short fights, extra seal switching often just wastes mana. For a longer fight, apply the Judgement of Seal of the Crusader first, then return to your combat seal.
  • Seal of Command requires its talent. It suits a slow two-hander; without the talent, continue using Seal of Righteousness. Beta damage numbers change: read current tooltips rather than old Classic calculations.
  • Hammer of Justice is a stun, not a universal interrupt against every enemy. Stop a dangerous cast or a fleeing humanoid before it brings nearby enemies.
Aura and blessing
  • Devotion Aura reduces incoming physical damage through armor. Retribution Aura, from 16, damages attackers; do not automatically choose it at the cost of needed protection.
  • Blessing of Might helps melee damage. From 14, Blessing of Wisdom reduces downtime if you run out of mana after every fight. Blessing of Kings at 20 grants general stats; choose for your current task and equipment.
  • Forever blessings last a long time, but check them after dying or changing roles. Multiple paladins can divide blessings among the group.
  • Concentration Aura from 22 helps when healing under attack. Righteous Fury increases Holy damage threat: activate it when tanking and check it after changing roles.
Mana: healing does not replace water
  • When safe, heal after combat, then let mana recover. Frequent small spells restart the Spirit regeneration pause; a stretch of autoattacks helps conserve mana.
  • Before a strong enemy, reserve enough for healing and a defensive button. Do not spend everything on the final hit against an almost-dead target.
  • Flash of Light from 20 is a fast heal; Holy Light and its ranks provide larger heals. Match the spell to missing health instead of always using the most expensive rank.
  • Water: Ice Cold Milk from 5, Melon Juice from 15, and Sweet Nectar from 25. Each town's purchase section lists vendors. Restock before caves and group events.
Surviving an extra enemy
  • Hammer of Justice gives a short window for Holy Light; first ensure a second enemy will not keep delaying your heal.
  • Divine Protection protects you and allows healing. Do not count on using Hearthstone under it: before 34, its duration is shorter than the ordinary Hearthstone cast.
  • Lay on Hands restores health at the cost of your remaining mana. It is an emergency button; combat may continue afterward with an empty mana bar, so leave an escape route.
  • Stoneform removes poison, disease, and bleeds and reduces physical damage by 10% for 8 seconds. Purify removes poison and disease for mana; Blessing of Freedom from 18 counters roots and slows.
  • Against undead, Exorcism from 20 adds damage. Turn Undead from 24 can ease pressure, but the fleeing enemy may attract others.
Shield, tanking, and groups
  • You need a one-handed mace or a trained sword/axe skill, plus a shield. There is no starting shield: choose your first Dwarven Kite Shield from a Coldridge Valley quest.
  • Seal of Fury provides defense with a shield, and its Judgement brings enemies back. Activate Righteous Fury when tanking. Consecration from 20 holds small groups but quickly drains mana.
  • Do not pull half a room merely because you can heal: without mana and a safe retreat, it ends in death. Before 20, you have no proper core area-damage ability.
  • Blessing of Protection protects against physical attacks but prevents physical attacks as well. Do not cast it on the tank without a reason. Blessing of Salvation is for allies who need less threat, not the tank.
Class quests and trainers
  • Resurrection from 12: the book in Ironforge, 10 Linen Cloth, reviving Narm Faulk, then returning. The spell remains unavailable until the final turn-in.
  • Shield at 20+: defending the farm awards Bastion of Stormwind. Then four components lead to Verigan's Fist, a separate group journey rather than a quick solo detour at 20.
  • Bromos Grummner in the starting valley; Azar Stronghammer in Kharanos; Brandur Ironhammer in Ironforge; Lord Grayson Shadowbreaker in Stormwind Cathedral. Train new ranks according to your actual level, not the chapter header's number.
LevelCore trainingWhen useful
1Holy Light, Seal of Righteousness, Devotion AuraStarting healing and combat
4Judgement, Blessing of MightJudgement and a melee blessing
6–8Holy Strike, Divine Protection, Holy Light; then Hammer of Justice, PurifyStrike, protection, healing, stun, and poison/disease removal
10Lay on Hands, Blessing of Protection, Seal of Righteousness, Devotion Aura; with a shield, Seal of FuryEmergency buttons and a seal upgrade
12–14Holy Strike, Blessing of Might; Blessing of Wisdom, Holy LightResurrection, Redemption, separately through the level 12 chain
16–18Retribution Aura, Righteous Fury; Blessing of Freedom, Divine Protection, Seal of RighteousnessRighteous Fury for tanks; Freedom to escape slows
20Consecration, Blessing of Kings, Flash of Light, Holy Strike, Exorcism, Devotion AuraThe main ability package: save money beforehand
22–24Holy Light, Blessing of Might, Concentration Aura; Blessing of Wisdom, Hammer of Justice, Blessing of ProtectionFor groups, also Redemption and Turn Undead; Seal of Justice helps with runners
25–28With a shield, Seal of Fury; Seal of Righteousness, Retribution Aura, Flash of Light, Blessing of Salvation; Holy Strike, ExorcismNew ranks for combat, healing, and group blessings
30Holy Light, Lay on Hands, Consecration, Seal of Light; Seal of Command with the talentThe mount Summon Warhorse is only available from 40. Divine Intervention requires a Symbol of Divinity
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How to follow the route

Main chapters run from top to bottom: Dun Morogh → Loch Modan → Westfall → Redridge → Duskwood → Wetlands → finishing Duskwood. Optional chapters can be skipped entirely; do not collect their quests early without a group.

Choose one useful upgrade from purchase sections rather than buying the whole list. Reserve training and water money first, then compare weapons with nearby quest rewards. Inventories come from game files; check availability and discounts with the vendor.

This section in the leveling guide (Russian) →
Equipment 1–30: combat, shields, and a healing set
Weapons 1–16
Weapons 20–30: do not downgrade Verigan's
  • The class journey ends with Verigan's Fist: 25.63 DPS, mana, Spirit, and a proc. It is stronger than its old Classic version and many rewards before 30.
  • Without Verigan's: Dacian Falx from 21, 15.97 DPS (1g 20s 35c), then Merciless Axe from 26, 21.09 DPS and +12 Strength (3g 1s 95c). Database inventories list both at Gavin Gnarltree. Woo Ping teaches swords; Buliwyf Stonehand teaches axes.
  • Group alternatives: Orc Crusher from Tharil'zun, Rockslicer from Deadmines, and Headbasher from The Fury Runs Deep. Already have Verigan's? Do not automatically replace it: even Headbasher has lower DPS, although it grants Strength and Intellect.
  • Excavation Site: Heavehammer, with 27.73 DPS and +32 attack power, is a serious melee replacement candidate. Weigh losing the class hammer's Intellect, Spirit, and proc against your role.
Shield and one-hander
Mail and vendor stopgaps
A healing set, even for Retribution
  • Intellect increases your mana pool, Spirit helps regeneration, and spell power strengthens appropriate spells. Do not sell a good healing item merely because it lacks Strength.
  • For a separate set, consider Tomb Robber's Gloves from Important Relics (+1 Stamina/+2 Intellect), and Incinerator's Boots from WANTED: Gar'im the Incinerator (+3 Stamina/+6 Intellect). The same quest's leather Disjointed Shoes grant attack power and spell power, a viable hybrid option, but you may choose only one reward.
  • Hornbeam Heft from Terror in the Highlands: +26 spell damage/healing and +6 Strength. Low physical damage does not stop it being useful for healing. It is a one-handed axe, requiring Buliwyf Stonehand's training.
  • The two-handed Ursine Hammer from What Comes Around... grants Intellect and Spirit. Keep it for a role that benefits if your main two-hander is stronger. Paladins cannot use daggers, staves, or wands, even as Holy.
This section in the leveling guide (Russian) →
Professions, books, and loot

For a simple start: Mining and Skinning, plus First Aid and Cooking. Mining for Dummies from Coldridge Mail lets you start Mining. Choose a crafting profession instead of one of your two primaries, not as a third.

Starting and advancing ranks
  • Yarr Hammerstone in Kharanos teaches Mining if you did not use the book; Geofram Bouldertoe is your next trainer in Ironforge. Do not keep mining with a capped skill bar: unlock the next rank first.
  • Balthus Stoneflayer in Ironforge teaches Skinning. Thamner Pol in Kharanos teaches First Aid, followed by Nissa Firestone in Ironforge. At skill 50, check the next rank to avoid stopping at 75.
  • Gremlock Pilsnor in Kharanos teaches Cooking. Bandages help paladins because they cost no mana; still reserve 10 Linen Cloth for the level 12 class chain.
  • Blacksmithing: Smith Argus in Goldshire and Bengus Deepforge in Ironforge. This profession unlocks The Quarry Smith from Frast Dokner at the quarry: 12 Copper Bar and four quest hides collected after accepting. Our main Skinning route skips this order.
Profession caps: books from skill 125
  • Deneb Walker in Stromgarde sells Expert First Aid - Under Wraps for 1g, requiring First Aid 125 and raising the cap to 225. You need not wait until 150. Entering the Arathi stronghold is dangerous: combine it with the group hammer journey or postpone until ready.
  • Shandrina in Ashenvale sells the Expert Cookbook for 1g, requiring Cooking 125 and unlocking the 225 cap. Buy it during the optional Kalimdor trip. The tooltip's item level 30 is not a level 30 requirement.
  • New bandage and food recipes have their own skill requirements; learning the next rank only raises the cap. Do not spend money on a book before 125 if training and water are more important.
Campfires and cooked food
  • First campsite: The Great Outdoors, Eric Brighthammer in Kharanos, from 4 without a profession. Afterward, Camping Basics: Cooking leads to cooking trainer Gremlock Pilsnor.
  • With an appropriate profession already at skill 1, referrals become available: Camping Basics: Mining to Yarr Hammerstone, Camping Basics: First Aid to Thamner Pol, and Camping Basics: Skinning to Balthus Stoneflayer in Ironforge. Take them before the relevant visit rather than filling your log with future deliveries.
  • Cooked food with Well Fed XP Boost grants +5% kill experience for 15 minutes after eating for 10 seconds. It does not affect quest turn-ins: refresh before a long clearing session.
What to keep and what to sell
  • Auction leather and ore in stacks if you are not developing a crafting profession. Sell gray items to vendors; bag space saves extra trips out of caves.
  • Linen Cloth and wool make bandages; meat is for cooking. Quest drops usually appear after accepting their quests: ordinary ore can be saved early, but trogg powder or hammer lumber requires the quest.
  • For the hammer, keep Whitestone Oak Lumber, Jordan's Refined Ore Shipment, Jordan's Smithing Hammer, and Purified Kor Gem. For the optional orb, keep the Althalaxx Orb, then its quest components. Similar trade goods cannot replace them.
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Dungeons: when to go and what to get

The main route does not require a dungeon in every level bracket. Go for a significant reward, class component, or convenient group. Before entering, collect quests from the appropriate optional chapter. Random drops are not guaranteed.

Hall of Thanes, around 16–18
Deadmines, around 20–22
  • Preparation runs through Sentinel Hill, Lakeshire, and Stormwind. The new explosives chain first requires investigating the problem, then a remote detonator; do not skip the intermediate deliveries.
  • A guaranteed useful reward from The Defias Brotherhood is Chausses of Westfall, +11 Strength/+5 Stamina. Rockslicer and other boss weapons are random drops; axes and swords require training.
  • For the class hammer, accept the class quest The Test of Righteousness before entering: you need Whitestone Oak Lumber from goblins. This combines a normal dungeon trip with the class component.
Shadowfang Keep and Blackfathom Deeps, around 22–25
  • During the class journey, Shadowfang Keep supplies Jordan's Smithing Hammer from the stables. Gather a group beforehand and discuss the dangerous Arathi/Hillsbrad route.
  • For Blackfathom Deeps, first take Seeking the Kor Gem in Auberdine: the gem drops from local enemies. The component does not require clearing every boss, but do not expect a safe solo run through narrow caves.
Stockade, around 26–30
  • Our circuit combines Dun Modr, Redridge, and Duskwood, so it appears later than the minimum entry level. The Fury Runs Deep requires completing The Dark Iron War beforehand.
  • Headbasher from The Fury Runs Deep: 23.70 DPS, +9 Strength/+5 Stamina/+10 Intellect. A strong replacement for ordinary weapons; against Verigan's, compare your role and its proc, not just item level.
  • Lucine Longsword from What Comes Around... suits shield use after training; Ursine Hammer is a two-handed mace with Intellect and Spirit. The Bazil Thredd → The Stockade Riots investigation follows the Deadmines letter; skipping it does not remove the other quests.
Excavation Site: Wetlands, around 28–30
  • The full optional branch awards Heavehammer from The Prehistoric Prism: 27.73 DPS and +32 attack power. After leaving, show the relic at Whelgar's camp, then deliver it to Ironforge.
  • Hornbeam Heft from Terror in the Highlands suits a healing set after learning one-handed axes. Paladins cannot use the alternative staff reward.
  • Do not confuse the new dungeon bosses with ordinary raptors at the outdoor excavation. Check all collected hides and the relic before leaving.
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Dwarf racial abilities
Stoneform
  • Stoneform: removes bleeds, poison, and disease, grants immunity to them for 8 seconds, and reduces physical damage by 10%; 3-minute cooldown. Forever uses damage reduction rather than the old +10% armor.
  • Use it against dangerous poison, bleeds, or several physical attackers. It does not universally remove magic or fear; you still need a healing or retreat plan afterward.
Critical damage and beasts
  • Earth Fury increases the critical damage and healing bonus by 2%. It does not grant +2% critical strike chance: do not confuse the dwarf racial with the human one.
  • Big Game Hunter grants +5% damage against beasts. Helpful in Dun Morogh and Loch Modan hunting circuits, but it does not make dangerous orange fights safe.
Find Treasure
  • Find Treasure helps detect treasure. Keep it active outdoors, but do not run into living guards for a minimap icon.
  • The old gun and Frost resistance bonuses are absent from the verified Forever racial mapping. Paladins cannot use guns anyway.
This section in the leveling guide (Russian) →
What to remember in Forever
The class changes with the beta
  • Holy Strike is a baseline ability from 6. Its weapon damage percentage differs between the official overview and current tooltip, so this guide deliberately avoids building its rotation around a disputed number.
  • Judgement does not remove your seal, and blessings last longer than in Classic. Consecration and Blessing of Kings do not require their old talents.
  • Talents here use the October 16 tree. Old Classic builds with unavailable talent placements do not apply; each of the four suggested orders spends exactly 21 points by 30.
New quests on the main route
  • Dun Morogh: a bag from Grund and Gozwin, the mountain investigation and ice elementals, and powder from eastern troggs. The Quarry Smith requires Blacksmithing and is not included for everyone.
  • Westfall's new explosives order passes through a Stormwind engineer. Loch Modan, Redridge, Duskwood, and Wetlands also contain new objectives, integrated into geographical circuits rather than listed separately for you to find.
  • Verigan's Fist is now considerably stronger than its Classic version. The new orb chain awards the Cloak of the Divine Storm. It is optional and does not unlock an active ability matching the item's name.
Rest and experience bonus
  • Cooked food with Well Fed XP Boost helps before kills, not turn-ins. New campfires provide separate camping rest: short Kharanos branch.
  • Beta requirements and rewards may change. If the client differs from the text, check your quest log and current tooltip. When uncertain, keep unique class components.
This section in the leveling guide (Russian) →
Hearthstone, PvP, and common mistakes
Hearthstone and travel
  • Main binds: Kharanos → Thelsamar → Sentinel Hill → Darkshire → Menethil Harbor → Darkshire again. Change your bind only when a step explicitly directs you to.
  • The distant hammer and orb journeys use a separate Menethil Harbor bind. Check it on returning before relying on Hearthstone in the next main chapter.
  • The Deeprun Tram connects Ironforge and Stormwind; check a boat's destination before boarding. For the class journey from Menethil, you need Auberdine, not Theramore.
  • A group trip can grant several levels. Return to the first unfinished circuit; do not repeat completed quests to match a chapter header exactly.
Five mistakes that cost time
  • Do not expect resurrection at 10: the current dwarf chain requires 12. Save 10 linen and complete every turn-in, not just the NPC revival.
  • Do not relearn maces: one- and two-handed maces are known from the start. Swords and axes need training; daggers and staves are unavailable.
  • Do not refresh your seal immediately after every Judgement. Save that mana for healing or the next fight.
  • Do not buy a weaker weapon after Verigan's Fist. Compare DPS, useful stats, and your role; a higher item level alone does not make an upgrade.
  • Do not heal a group in your only Strength-focused set while good Intellect items sit in your bags. Prepare a separate set and water before entering.
PvP and dangerous circuits
  • Under PvP rules, Redridge, Duskwood, Wetlands, and distant class journeys may cross paths with the opposing faction. Before fighting in a cave, leave a retreat path and do not spend all mana finishing an enemy.
  • Blessing of Freedom helps against slows, Hammer of Justice stops an opponent, and Stoneform removes poison or bleeds. Paladins have no charge before 30: do not chase a target into an unfamiliar group.
  • Divine Protection does not guarantee a safe Hearthstone: protection ends before the cast completes. Use the window to heal and retreat rather than relying on a nonexistent combination.
This section in the leveling guide (Russian) →

Frequently asked questions

Is paladin suitable for beginners?

Yes. Classic veterans describe paladins as forgiving: self-healing, defensive buttons, and few abilities early on. The difficulty lies elsewhere: mana runs out quickly, requiring frequent drinking through the first 20 levels. If a fight still goes wrong, Lay on Hands can save you every 20 minutes.

Which talent tree should I level?

Almost every major guide recommends Retribution with a slow two-hander. Start with Benediction for mana, then Sanctified Judgement at 20 to refund part of the seal cost with every Judgement. Nearby is Seal of Command for slow weapons. Protection suits shield tanking in dungeons; Holy suits group healing and grants Holy Shock at 30. Reset talents at a capital city's paladin trainer.

Does the Horde really have paladins now?

Yes. Classic paladins were Alliance humans and dwarves. In Forever, undead are the only Horde race that can become paladins. Forsaken paladins have their own order at Bandarion's Keep, trainers in Deathknell, Brill, Bandarion, and Undercity, and their own class quests. They receive Holy Light through a level 2 quest and Redemption through the A Lesson in Piety chain at 12.

Does the Light burn undead paladins?

In the story, yes: the Deathknell mentor says the Light brings pain to Forsaken, particularly healing. Beta data does not show damage from self-healing. According to Icy Veins, developer Josh Greenfield called Holy Light failing to burn the paladin during the level 2 quest a bug and promised a fix: the Light should burn specifically during that quest.

How do I avoid constantly running out of mana?

From 14, use Blessing of Wisdom on yourself rather than Blessing of Might: Forever strengthens the former and weakens the latter compared with Classic. Heal after combat with one large spell to 75–80%, rather than small casts during combat, because every mana expenditure pauses Spirit regeneration for 5 seconds. Undead also eat corpses: Cannibalize restores up to 35% health and mana over 10 seconds. From 20, Benediction and Sanctified Judgement almost solve the problem.

Can paladins tank in Forever?

Yes: for the first time in Classic, paladins have their own taunt. From 10, Seal of Fury provides absorption with a shield, while its Judgement forces an enemy to attack you for 4 seconds. Undead receive a shield from their level 11 class quest. Righteous Fury arrives at 16 and Consecration at 20. Beta forum tanks do complain about low threat before Consecration at 20, with Holy Strike generating little.

Will I get a bubble, and can I hearth through it?

Divine Shield is learned at 34 in Forever, so it is unavailable in beta. Before that, Divine Protection lasts 6 seconds, increasing to 8 at level 18. Hearthstone takes 10 seconds to cast, so bubble-hearth does not work. Players report that Forever's shield halves your damage rather than slowing attacks as in Classic.

Is paladin good in PvP?

Classic paladins were hard to kill thanks to healing, a shield, defensive abilities, and Lay on Hands, now on a 20-minute cooldown in Forever. Speed is the problem: one interrupt, Hammer of Justice, and no slow or charge, allowing mages and hunters to keep their distance and fleeing enemies to escape. Before 30, only Blessing of Freedom against slows and Purify against poisons help. At 30, Retribution gains Repentance, its first non-stun crowd control. It requires 21 points, so you cannot obtain it before 30 without the Talented Hero Legacy perk.

Which race is best for paladin?

Horde has only undead, with mana-restoring Cannibalize and anti-fear Will of the Forsaken, both useful for paladins. Alliance humans gain Will to Survive against stuns and +2% critical strike chance regardless of weapon. Dwarves gain Stoneform, +2% critical damage and healing, and +5% damage against beasts. Weapons no longer affect these racial bonuses.