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Quests or dungeons: the faster way to level in WoW Forever after the changes

Updated13 October 2026 · 9 min read · based on beta 1.60.1 and official news

Questing is the faster way to level in WoW Forever. Beta players' measurements put dungeon kill XP at roughly a quarter of Classic's, even after the +20% increase in the October 8 build. Repeating the same dungeon works out at about half the leveling speed of open-world questing. One run through each level-appropriate dungeon with all its quests in your log still pays off, though: dungeon quests award roughly 1.6–2.7 times the XP of regular quests at the same level.

Which is faster in WoW Forever: dungeons or quests?

Questing, measured in XP per hour. A dungeon pays off once, when you have all its quests in your log. Repeated runs for kill XP fall behind the open world.

Below are testers' measurements after the October 8 change and our estimate for dungeon quest rewards. These come from a handful of players rather than Blizzard's statistics, but they point in the same direction.

MethodXPSource of the measurement
Open-world questing, levels 14–17About 12–16k per hourA beta Paladin, using a regular route and a faster route
Grinding gnolls, level 19About 16k per hour without rested XPA beta Mage
Full Deadmines run, level 19About 8k per hour without rested XPThe same Mage, on a 40-minute run
All quests for one dungeonAbout 0.7–1.5 levelsAn estimate based on beta data and player reports

What changed with dungeon XP: the nerf and the buff

Dungeon enemies give little XP; dungeon quests give a lot. That has been the plan from the start: your first run should feel rewarding, while farming the same dungeon should not be the best leveling method.

Josh Greenfield explained Blizzard's goal: with ideal play, dungeons should provide almost as much XP per hour as the best questing route, but no more. He said leveling to 60 entirely through dungeons does not fit the game's foundations, and the team intends to hold to that position.

  • From the start: dungeon kill XP was sharply reduced, while dungeon quests became much more rewarding.
  • October 1, beta: the dungeon quest bonus was halved. Only the extra reward above a regular quest was reduced; the Classic base XP remained.
  • October 8, beta: dungeon kill XP increased by about 20%, and the group penalty was fixed. It once again uses each player's level rather than the highest level in the group. See our October 8 build report for more.
  • The result: dungeon enemies still give roughly a quarter of Classic's XP. Players counted around 4k kill XP for a full Deadmines run, compared with 17k in Classic.
  • If someone in the group greatly outlevels the enemies, nobody gets kill XP. Running a friend through a dungeon for XP will not work.

How much XP do dungeon quests give?

Roughly 1.6–2.7 times the reward of a regular quest at the same level, depending on the dungeon. A dungeon's full set of quests adds up to around 0.7–1.5 levels at levels 15–28.

For example, Deviate Hides from Wailing Caverns awarded 1600 XP in Classic, around 4650 on the beta before the nerf, and around 3100 afterward. That is nearly twice the Classic reward even after the reduction. Players on the Blizzard forums report that a full set of dungeon quests still gives around a level and a half, with Hall of Thanes giving slightly less than a level.

DungeonQuest XP compared with a regular quest, estimated
Shadowfang Keep×2.7
Blackfathom Deeps, Razorfen Kraul, the Deadmines×2.4
Ruins of Lordaeron×2.1
Wailing Caverns×1.95
Dalaran×1.7
Excavation Site: Wetlands×1.6

Is farming dungeons for XP worth it?

Not if you play solo or join pickup groups. A Forever dungeon is like a good film: great the first time, fine the second, and by the third you start to question the time spent.

Before the October 8 buff, one Stockade tester counted around 26.7k XP for a full run with quests, versus 22.4k in Classic. Only around 2k came from kills, compared with 10k in Classic. Two runs work out roughly even with Classic; from the third run onward, you fall behind.

The picture is similar after the buff. A level 19 Mage earned half as much in 40 minutes in the Deadmines as in 40 minutes killing gnolls outside. Another tester earned as much in 25 minutes inside as in 15 minutes grinding in the open world.

That excludes forming the group. WoW Forever has no automatic dungeon finder, only a bulletin board. Meeting stones cannot summon; only a Warlock's Ritual of Summoning can bring you to the entrance. Beta reports put group assembly and travel at 15–50 minutes.

The exception is a coordinated group that knows the dungeon and wastes no time. One tester estimates that such a group at levels 14–16 can keep up with a good questing route, though this was an impression rather than a timed measurement. That is the ideal play Blizzard is referring to.

How to level faster in WoW Forever

The best plan for now is open-world questing, with one visit to each level-appropriate dungeon once you have collected all its quests. For preparations before you start, see our launch preparation guide.

  • Collect dungeon quests in advance. Beta data suggests the quest log holds 40 quests, compared with 20 in Classic. Our Undead Rogue route (Russian) shows where to pick them up along the way.
  • Run a dungeon when you have three or more of its quests. Make a second visit only to finish quests whose items did not drop.
  • Eat. Any cooked food grants the Well Fed XP bonus: +5% kill XP.
  • Put up a Camp Tent. A leatherworker with skill 20 makes it from 5 Light Leather. The tent gives rested XP worth 5% of a level, then the Improved Rest effect prevents another use for an hour. Only the person placing it needs the profession; everyone else just needs to sit at the campfire.
  • Check Legacy after level 25. Well Rested, Permanence, and Gourmand speed up rested XP gains and extend campfire and food buffs for every character on the account.

Leveling as a tank, healer, or group of friends

Tanks and healers have the hardest time: dungeons no longer carry their leveling, while questing in a tanking or healing build is slow. Friends have an easier option: if their levels match, visiting a series of dungeons with quests collected in advance will probably be about as fast as questing.

For more on grouping, see how to play with friends. For choosing a role, see which class to choose.

Your role or groupWhat to do
Solo damage dealerQuest. Look for a group once you have three or more quests for the same dungeon.
Tank or healerQuest in a damage build and visit each dungeon once as a planned stop. Dual specialization unlocks at 40 on the beta; Greenfield has hinted that it might be lowered to 30.
Friends at the same levelWork through level-appropriate dungeons with shared quests. This is faster than collecting open-world quest drops together, where everyone needs their own set. Share quests beforehand: some item-started quests can no longer be shared.
Mage or HunterOpen-world AoE grinding will probably give more XP than dungeon enemies.

Frequently asked questions

How much XP do WoW Forever dungeons give after the nerf?

Kill XP is roughly a quarter of Classic's, even after the October 8 buff: players counted around 4k for a full Deadmines run, compared with 17k in Classic. Dungeon quests give around 1.6–2.7 times the XP of regular quests. These are beta figures and may change before launch.

Does WoW Forever have a dungeon group finder?

There is no automatic matching. A bulletin board lets you create a listing with your playstyle and roles, or browse groups and message a leader. Meeting stones cannot summon; only a Warlock's Ritual of Summoning can bring you to the entrance.

Do rested XP and food boost quest XP?

No. Rested XP doubles kill XP only, and the Well Fed XP bonus also gives +5% only for kills. Neither affects quest turn-ins, including dungeon quests.

Can a high-level friend help me level quickly?

No. If anyone in the group greatly outlevels the enemies, nobody receives kill XP. An ordinary gap of a few levels is fine after the October 8 fix: each player receives XP based on their own level. Blizzard has not specified the exact cutoff yet.

How many quests can the WoW Forever quest log hold?

Beta data suggests 40, twice Classic's limit. Quest-tracking addons and a fix for a log containing 25+ quests point to this. The patch notes did not explicitly state the limit, so check in game.

Will dungeon XP change before launch?

Probably: the developers explicitly say they are still tuning the numbers. They do not intend to change the direction, though: dungeons should be roughly on par with questing, rather than faster.