The one who bargains with demons
Shamans ask the elements, Priests pray to the Light, and Warlocks make a deal and remember who owes whom. Gul'dan was the first Orc to make that bargain: after the elements rejected him, the eredar Kil'jaeden gave him power.
Warlocks have been tolerated rather than loved ever since, tucked away in Orgrimmar's Cleft of Shadow. In Classic, Orcs, Undead, Humans, and Gnomes could be Warlocks. Forever adds Trolls for the first time.
Combat: the demon tanks, the DoTs tick
A Warlock fight resembles a bank deposit: little happens at first, then the interest accumulates. From level 10, send your Voidwalker in first. Its key ability is
Torment. Open with that before applying DoTs, or the mob will leave your demon and attack you.
Bane of Agony offers the best damage per mana,
Corruption remains your main DoT through 30, and
Immolate can be added against enemies that live longer.
You mostly buy mana instead of drinking it:
Life Tap exchanges health for mana even in combat, and scales with Spirit in Forever. From 14,
Drain Life restores health during fights; cooked food helps afterward and grants 5% experience. Use
Drain Soul on the last mob in a pack: if it dies during the channel, you gain a Soul Shard. The cycle is health into mana, drain the health back, eat, and move on.
Shadow Bolt is a leveling luxury: at low ranks, it deals four to five times less damage per mana than your bane. Cast it on
Nightfall procs or when mana is plentiful. Otherwise, it can sit looking impressive on your bar.
Demons, shards, and stones
Demons come from quests, not trainer purchases. You earn the Imp in your starting zone, the Voidwalker at 10, and a Succubus or Incubus at 20. The latter two summons must first be summoned and defeated in a summoning circle. Forever demons scale with your stats.
However, one tester's calculations suggest
Health Funnel, which transfers your health to your demon, does not scale with spell power. At level 20, healing a Voidwalker with it takes almost a minute; summoning a fresh one is easier.
Soul Shards are the class's main currency: they summon every demon except the Imp, create stones, and power summons. As in 2004, they do not stack. Forever lets Drain Soul generate a shard on any tick, with the chance increasing after each unsuccessful tick. Beta forums still complain about the 'shard tax': one poster requests a separate soul-bag slot, while replies recall managing with four shards in vanilla.
Healthstones provide instant healing, created from a shard and handed out to your party. Players call them cookies. Forever's Minor Healthstone heals 120 instead of 100 and, according to players, does not share a cooldown with potions. At 18,
Create Soulstone becomes available: Soulstone yourself before an elite and death becomes a brief interruption.
Leveling 1–30: hold on until the demon
Levels 6–10 are difficult: the Imp hits weakly, mana is scarce, and almost everything depends on your wand. Four of five reports in 'Warlock 1-20 Feedback' called this the hardest stretch.
The Voidwalker changes everything at 10: it holds mobs while your DoTs work, nearly eliminating downtime. Do not delay its quest. The Succubus at 20 deals considerably more damage but cannot hold the mob. Keep the Voidwalker for multiple enemies or elites.
Beta guides recommend Affliction: five points make Corruption instant, followed by DoTs, wand attacks, Nightfall, and
Siphon Life by 30. A wand is your most valuable item before 30. Like Classic, it does not scale with spell power, but deals free damage while DoTs tick. Guides and testers therefore recommend Enchanting for your own level-5 and level-13 wands, plus Tailoring for bags and cloth gear.
Fear can save you: the second mob runs while you finish the first. It can also kill you when that mob runs into another camp and returns with friends. Every Warlock has died shortly after thinking, 'I'll just fear this one.'
Dungeons and raids: 'Lock, summon!'
Parties expect damage but value your other tools: Healthstones for everyone, a Soulstone on the healer, and an Imp with
Blood Pact granting party Stamina. Banes and curses now coexist, so apply Bane of Agony to bosses and choose your curse for the group.
Curse of the Elements unlocks at 20 in Forever and increases all magic damage.
At 20 you learn
Ritual of Summoning, more valuable than ever in Forever. Blizzard confirmed that meeting stones only open group finding; there are no dungeon teleports, so only you can quickly bring players to the entrance. Each ritual summons one player, consumes a shard, and requires two helpers at the portal out of combat.
One Blizzard forum veteran recalled summoning an entire guild of 40–50 people to Blackrock Depths in Classic. 'Lock, summon' will once again dominate party chat.
Classic raiders joked that the entire Warlock rotation was one button,
Shadow Bolt. In Ahn'Qiraj, Warlocks even tanked one of the Twin Emperors. Forever raids open after release; the beta caps at 30.
PvP: let them run while the damage ticks
Warlocks are awkward opponents: DoT ticks can break a Rogue’s stealth after
Vanish, while Fear sends Warriors running. Damage can break Fear early, including your own DoT ticks in a duel and allies' attacks in a group. From 26,
Curse of Tongues slows enemy casting by 50%, and a grimoire teaches your Succubus
Seduction.
Forever's
Will of the Forsaken no longer gives Undead five seconds of fear protection afterward, so fear them again. Orcs gained
Shatter Curse, removing curses and banes and reducing magic damage taken by 5% for 8 seconds, without immunity to new curses.
World PvP commonly heats up in Hillsbrad Foothills around 25–26 and Ashenvale around 27–29. Soulstone yourself before entering those zones to avoid a corpse run.
The beta has one battleground open: the new 15v15 Darkspear Islands at level 30. Testers complain about being feared into shark-infested water, making shoreline Fear useful. Warsong Gulch and Arathi Basin are not yet open on beta.
What's new in Forever and what testers say
Alongside banes, Forever removed Curse of Shadow, turned Firestones and Spellstones into weapon enchants, and allowed DoTs to crit, supported by the new
Pandemic talent.
Talents were rewritten: the strongest gold talents sit at the 11th, 16th, 21st, and 31st points, while level 30 provides only 21 points. Available gold talents include
Demonic Sacrifice,
Conflagrate, and especially
Soul Link.
Soul Link now requires the 21st point instead of the 31st and transfers 30% of your damage taken to the demon.
Testers complain that curses reach only 30 yards while talented offensive spells reach 36. One reports drain channels breaking when a feared target leaves range; the talent that transferred pet mana to the Warlock has been removed entirely.
Is this your class?
Choose Warlock if you like fights working for you: DoTs tick, your demon tanks, and you are already choosing the next target. You rarely drink, can resurrect without a healer, hand out cookies, and summon friends to dungeon entrances.
There are drawbacks: levels 6–10 take patience, shards fill bags, and without a demon you are a target in a robe. The class rule is simple: demon first, DoTs second, and Fear only when there is empty space behind the mob.
Start with the Orc Warlock 1–30 leveling guide: the full journey from your Imp to Thousand Needles, including Voidwalker, Succubus, and four builds. Trolls can follow almost all of it because trainers and class quests are shared; only the initial trainer letter differs. Other races use the same talents, DoTs, and demons but have different routes and quests.
Since October 15,
Grim Reach replaces Malediction and increases Affliction range by 10/20%.
Shadow Mastery grants 2/4/6/8/10% damage, and
Destructive Reach adds 10/20% Destruction range. Since October 8, your old demon is stunned while you summon a new one: do not rely on its control or interrupt during the cast. Wand shots require standing still for 0.5 seconds.