A Dwarf Priest can heal a party, but I'd quest with Shadow and a good wand. This 1-30 route covers Coldridge Valley, Dun Morogh, Ironforge, Loch Modan, Westfall, Redridge, Duskwood, and the Wetlands. The class quests at 5, 10, and 20 include Desperate Prayer and Chastise. We'll compare four builds using the October 15 tree, pick up cloth and healing weapons, and prepare for optional dungeons.
Updated November 4, 2026 for Blizzard's November 2 changes: talent orders checked against the new trees, no changes needed. Training costs changed, see the note at the bottom of the page.
!Accept quest?Turn in quest◎Complete➜Travel✦Class trainer⚒︎Professions☠︎Dungeon⌂Hearthstone¤Purchase★Tip⌖Clicking coordinates copies a /way command for TomTom, Shift+click copies the built-in /mappin pin (no addons)
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Addons
What to install from CurseForge for Forever: the useful and the fun
Maps inside dungeons:Dungeon Crawler Forever shows floors, passages, bosses and quests. Open it with /dm. Its data changes with the beta: double-check quest requirements in game. More conveniences, screenshots and highlight commands - in the useful addons guide.
How to install. In the CurseForge app, add the game with the “+” button and point it to your Forever client folder - a Forever tab appears. Manually on the beta: the _classic_beta_\Interface\AddOns folder. Addons for regular Classic won't work - you need a file marked Forever (1.60.1). ★ - our pick.
Already in the game - no addon needed: coordinates on the map and minimap (turn them on in the settings), quest objectives on the map (the “Enhanced” template at first login, or the quest objectives option), a damage meter, a swing timer, the Cooldown Manager, one combined bag, an equipment manager and a modern auction house. Not in the game: a threat meter, markers for quests you haven't picked up yet, and a /way command.
Quests and map
★ Questie - who gives quests and where the objectives are, on the map and minimap. It still lacks some of the new Forever quests.
★ TomTom - an arrow to a point. The coordinates on this site copy as a /way command for it.
★ Leatrix Maps - reveals unexplored parts of the map, shows dungeon entrances, and the map can be enlarged.
Forever Quest Tint - tints the text of new Forever quests, so you see at a glance what's new.
Conveniences
★ Leatrix Plus - auto quest turn-in, junk selling, repairs, fast loot and dozens of small things. There's a separate version for Forever.
★ Baganator - proper bags and bank: the built-in combined bag can't be moved. A similar one - Bagnon.
★ Auctionator - posts auctions quickly, remembers prices and shows them in tooltips.
★ Platynator - draws neat bars above mobs and marks the ones you need for a quest. Very handy while leveling.
Professions
★ GatherLite - herbs, ore and fish on the map: it already ships with more than 26 thousand points made for Forever.
GatherMate2 - the same, but it only remembers points as you gather them yourself.
For fun: voiceover and dialogue
★ Spoken - English voiceover for quests, books and zones. On the Forever forums it gets the most praise: “like an audiobook”. More in the addons guide.
★ Immersion - movie-style NPC dialogue instead of the usual quest window.
Optional
Details! or ThreatClassic2 - threat in dungeons: the built-in damage meter doesn't show it.
Easy Experience Bar - experience per hour and how much is left to the next level.
Dungeon Journal - dungeon quests and loot: Forever has no dungeon journal of its own.
WeakAuras has no Forever version; use the fork ForeverAuras instead (it can do what the built-in Cooldown Manager sees).
For mail, instead of Postal try Forever Mail: recipient picker, mail history and attachment lists. More in the general addons guide.
Zygor and ElvUI aren't installed through CurseForge.
Combat “helpers” that do calculations are banned in Forever, as in the modern game: addons may display, but not calculate.
For priests
Healing a group? Install party frames with click-to-heal: HealBot Continued (click an ally's frame and the spell goes to them) or the compact Grid2. Both have a Forever version.
VuhDo and Cell, the usual healer frames, aren't out for Forever yet - don't bother looking.
In a dungeon, Details! or ThreatClassic2 from the list above shows your threat. A mob is coming for you - Fade.
⏱︎
How not to lose hours while leveling
Small things about your route, mobs, mana, and speed that add up to hours over a whole leveling run
Route
Running around eats roughly a third of all leveling time. So grab quests in bundles and finish them in one trip, with at least two or three objectives close together on the map.
Don't be afraid to drop a quest with a rare drop, an NPC who isn't there, or an objective on the far side of the zone. Leave escorts for the end of the loop, since they usually run through the same mobs the nearby quests need.
Heading to the next spot with full mana and health? Kill mobs on the way. You regenerate anyway, and a couple of extra mobs on every run adds up to hours by the end.
While a mob is dying, start walking to the next one. Finish off the last few percent with auto attacks or a wand instead of a big spell.
Which mobs
Green mobs die fast and are barely a threat, but in Forever they give 4-20% less XP than in Classic. Blizzard says that's intended. Look at XP per hour, not at the color.
Yellow and green mobs are a fine pick. Orange and red ones are almost always worse. There's no XP penalty, but you miss more, fights drag on, and your mana and health melt faster. The one exception is elite group quests, if you've got a group.
Supplies and timing
Always carry food and water, or you'll get stuck in the middle of a mob camp with empty bars. Addons that auto-sell gray items and auto-repair at a vendor save time too.
Use your Hearthstone and long-cooldown abilities on cooldown, not "for later." The perfect moment might never come.
Spirit is useful for everyone while leveling, because you spend less time sitting between fights. Got an item with Spirit that's a bit weaker on other stats? I'd keep it.
Build and trainer
Leveling talents aren't level 60 talents. While leveling, you're your own tank and healer, so defensive and recovery talents beat an extra percent of damage.
The Legacy perk "Thrill of Adventure" gives back up to 5% health and mana after you kill a mob that gives XP.
New ranks show up every 2 levels, but not every trip to the trainer is worth it. Check what you'll actually get, and don't fly to a capital for a rank that barely changes anything.
People
Buff someone who's passing by, and they'll probably return the favor.
Elite quests go faster with a partner, and on PvP servers it's a lot safer too.
DoTs
The free addon Does It Die shows whether the DoTs already ticking will finish the mob. If they will, a skull shows up on the target's portrait and you can move on to the next one. It's made for Forever, and the settings are under /did.
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Following the route
The 1-30 route, trainers and actual level requirements
Main route before 20: Coldridge Valley → Kharanos and western Dun Morogh → Ironforge and eastern Dun Morogh → Loch Modan → Ironforge → Stormwind → Westfall → Stormwind → Redridge. From 20: Stormwind → Redridge → Duskwood → Redridge again → Duskwood and Stormwind → Ironforge → Wetlands → Ironforge and Stormwind → Duskwood → Stormwind at 30. Optional chapters include the campfire, the Hall of Thanes, Deadmines, the orc keep, Excavation Site: Wetlands, Stockade, Nek'rosh, Eliza and Stalvan. The main route does not depend on them.
Dwarf Priest class quests arrive at 5, 10 and 20. At 5, the Kharanos trial requires rank 2 Lesser Heal, trained at 4 in Anvilmar (step). At 10, accept Desperate Prayer[10] in Kharanos (step); still 9? High Priest Rohan in Ironforge offers the equivalent quest at the chapter's end. At 20, High Priestess Laurena in Stormwind offers Chastise[20] (step); turn in to High Priest Rohan in Ironforge on the Wetlands trip (step) for Chastise. Chapter levels are estimates, not promised XP: finish green quests on the current circuit if behind.
Training stops. Before 6: Branstock Khalder in Anvilmar; 6-10: Maxan Anvol in Kharanos. From 10-16: High Priest Rohan in Ironforge, with the same training from nearby Braenna Flintcrag and Theodrus Frostbeard . From 16: High Priestess Laurena in Stormwind's Cathedral of Light for 18, 20, 22, 24 and 30. At 26 and 28, return to High Priest Rohan in Ironforge on the Wetlands route. Loch Modan, Westfall, Redridge, Duskwood and the Wetlands have no Priest trainers: the route combines training with city turn-ins and flights.
Hearthstone: Kharanos (step) → Thelsamar (step) → Sentinel Hill (step) → Darkshire (step) → Menethil Harbor (step) → Darkshire again (step). Shopping and useful stops lists vendors and upcoming rewards; inventories come from game files and prices are approximate. Priest spending order: training → water → wand → bags. Buy white cloth without stats only for empty slots with money left after training. Save around 9g by 30 for level 30 training.
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Leveling talents
Four builds for 10-30: choosing one and spending points in order
You get a point at 10 and have 21 by 30. For ordinary questing, I'd choose Shadow: wand and Spirit, also recommended by Icy Veins, Mobalytics, and Wowhead. Meditation saves mana, while Penance fits regular group healing. Holy is a slow solo option with a heavy mana bill. Artisan's Precision gives +1% spell hit across the trees. Respec with High Priest Rohan in Ironforge or High Priestess Laurena in Stormwind. The launch cost starts at 1 gold, so decide where you're heading before spending. Hover for talent tooltips or open the point order in the calculator.
Finish Spirit Tap 5/5 at 10-14. Landing the killing blow doubles Spirit for 15 seconds and keeps half your mana regeneration running while casting. That's a lot less drinking. Add Wand Specialization 2/2 at 15-16 for 25% wand damage. At 10-20, the wand can do over half your damage, so this is worth taking seriously.
Take Shadow Reach at 25-26 for 20% more Shadow range, then Shadow Weaving at 27-29 to build damage on subsequent hits. Vampiric Embrace at 30 heals the party through your Shadow damage. It also lets a marked mob's death trigger Spirit Tap when someone else gets the kill.
Before 30, you'll need your own killing blows to get Spirit Tap in a group. The wand points also push Shadowform to 42. Want it at 40? Plan a respec and keep at least 1 gold aside for the launch starting price.
Meditation: keep the manaif you hate drinking16 / 0 / 5Spend five points in Shadow for Spirit Tap, then build into Discipline toward Meditation. I'd consider this for quieter solo leveling with regular healing duties.
Start with Spirit Tap and the same wand 2/2 as the main build. At 17-19, Twin Disciplines adds 3% to instant spells, including Shadow Word: Pain, shields, and Renew. Mental Strength 5/5 at 20-24 adds 10% Intellect for a larger mana pool and some spell crit.
You won't have Mind Flay, so catch runners with Mind Blast or the wand. Pain also lasts less time than in the Shadow build. Kills are slower, but the easier recovery can be a fair trade.
Penance: heal the groupif you run dungeons21 / 0 / 021 Discipline points: Meditation at 20-22, Soul Warding at 26, Penance at 30.
Early Wand Specialization keeps wand questing useful. Mental Strength at 15-19 adds mana, then Meditation at 20-22 lets regeneration continue through your heals. That's particularly handy in the Deadmines and Stockade.
Improved Power Word: Shield at 23-25 and Soul Warding at 26 give 20% stronger shields, a 4-second shorter cooldown, and 15% lower cost. Inner Focus at 27 makes the next cast free with an improved crit chance. Save it for pressure on a boss. Penance at 30 channels three damage or healing bolts over 2 seconds.
Solo drinking is more frequent without Spirit Tap. After October 8, Penance is primarily a heal. Don't pick the build expecting a powerful questing nuke. No wand at 10 yet? Take Twin Disciplines first and return for the wand points once you have one.
Blackout 5/5 at 17-21 gives Shadow spells a 10% chance to stun for 3 seconds. A proc can stop a mob or pursuing Rogue for a moment. Improved Psychic Scream at 25-26 takes 4 seconds off Psychic Scream.
Short circuits around Anvilmar: wolves, troggs and troll camps. The Priest trainer is inside Anvilmar itself.
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Combat at 1-3: Smite from range, another while the mob approaches, then finish with your mace. From 4, open with Shadow Word: Pain to save mana. Starting water (Refreshing Spring Water) covers the first circuits; sit and drink below one-third mana.
Don't forget in this section
Felix Whindlebolt offers A Refugee's Quandary[3] from level 3. The refugee's belongings are scattered around the valley, so collect them along the way.
Choose a manual for your profession plan: Wild Harvest or Mining for Dummies for gathering. Planning Tailoring and Enchanting? Leave the manual unused: it automatically learns a profession and fills a slot.
Take Anvilmar Hammer, a one-handed mace. You start with the skill, and its hits are twice as strong as the starter weapon. Priests cannot use the axe or two-handed hammer; the dagger needs training.
Innkeeper Belm : set your hearth (step); Ice Cold Milk from 5, ≈ 24, restores 437 mana. Water is your main expense before 20: buy a stack per circuit, not individual drinks.
Gamili Frosthide : game files list white Knitted cloth from 5, Knitted Belt (≈ 1) and Knitted Bracers (≈ 1). No stats, only armor for empty belt and wrist slots. Buy with spare money after training.
Thamner Pol : First Aid; Gremlock Pilsnor : Cooking. Tailoring, Enchanting and Skinning are in Ironforge, visited at 7-9 (step).
➶ Level faster
Power Word: Shield from 6: cast before the mob reaches you. While it absorbs hits, Smite avoids cast pushback. You cannot reshield the same target for 15 seconds, so save it on weak mobs.
⌂
Innkeeper Belm : set your hearth to Kharanos, sell grays and restock water.
Collect boar meat and thick bear pelts near Kharanos and Steelgrill's Depot - Stocking Jetsteam[6].
Drops from:Chunk of Boar Meat - Stonetusk Boar, Longsnout, Goretusk and others · Thick Bear Fur - Young Black Bear, Ice Claw Bear, Black Bear and others
↩Head back: turn in 2 quests and pick up 2 new ones
No Cooking yet? Learn it from him. Profession camp items require the relevant skill.
lvl 7-9
Ironforge and western Dun Morogh
First Ironforge visit: flight path, Auction House and professions. Then Brewnall Village and the western camps in one circuit.
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Don't forget in this section
Data Hoarders[10]: collect the cards from snowdrifts around Gnomeregan on this circuit. The route does not return west.
Shimmer Stout[10]: keep the ale for the Valley of Kings until you head into Loch Modan.
Frosthowl by the western lakes may outlevel you. If you cannot beat him, level up on the circuit's regular mobs first.
¤ Shopping and useful stuff
Auctioneer Buckler in Ironforge: check the Auction House for Lesser Magic Wand (level 5+, 11.3 DPS). Cheap? Buy it: Dwarves get no quest wand before 15.
Keep Shimmerweed and gnome parts until turning in. Sell grays in Kharanos after hearthing.
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next - Ironforge
Take the northern road to Ironforge. Gryth Thurden : unlock the flight path. Auctioneer Buckler : check the Auction House for a wand. Jemma Quikswitch : the card quest. Return through Kharanos for the western objectives.
⚔︎Questing loop: “A Favor for Evershine”, “The Perfect Stout”, “Frostmane Hold” and 3 more
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Kill bears, boars and leopards on the western slopes. Shimmerweed drops from Frostmane Seers and is found in baskets around their camps: clear the lower-level camps first, then the cave - A Favor for Evershine[8] and The Perfect Stout[9].
From 10: Shadow Word: Pain and Mind Blast from range, then finish with your wand or mace. Mana regeneration resumes 5 seconds after the last spell; front-load your casts.
➜
Follow the northern road back to Ironforge.
⌂Turn in 2 quests, pick up 3 new ones and visit your trainer
Still 9? Keep going. At 10, High Priest Rohan in Ironforge offers the equivalent quest (Desperate Prayer[10]); train level 10 spells there at the chapter's end (step).
On the beta, the quest text now points to Rohan. Questie still lists High Priestess Laurena in the Cathedral of Light. Keep the quest: you visit Stormwind at 16 (step). Want the spell earlier? Take the Deeprun Tram there and back, about 10-15 minutes. Missed Maxan's quest? Rohan offers the equivalent himself (Desperate Prayer[10]); try turning in to him first, then Stormwind if needed.
Keep boar and bear meat and spider organs for Thelsamar Blood Sausages[11]. Excavation tools start a separate quest: pick them up.
➶ Level faster
With a wand: Shadow Word: Pain, Mind Blast, then wand to finish. Wand shots do not reset the five-second mana rule, so mana regenerates while shooting.
⚔︎Questing loop: “Filthy Paws”, “Rat Catching” and “Thelsamar Blood Sausages”
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Collect miners' crates near Silver Stream Mine; along the shore and road, finish kobold ears and Thelsamar cooking ingredients, for Filthy Paws[15] and Rat Catching[11] and Thelsamar Blood Sausages[11].
Drops from:Tunnel Rat Ear - Tunnel Rat Vermin, Tunnel Rat Scout, Tunnel Rat Geomancer and others · Boar Intestines - Goretusk, Bellygrub, Young Goretusk and others · Bear Meat - Thistle Bear, Rabid Thistle Bear, Grizzled Black Bear and others · Spider Ichor - Venom Web Spider, Tarantula, Mother Fang and others
↩Head back: turn in 3 quests, pick up 5 new ones and visit your trainer
Psychic Scream fears the two nearest enemies within 8 yards for 8 seconds; damage can break it. Use in open ground when a second mob reaches you. In a camp, feared enemies can pull more mobs.
⚔︎Questing loop: “Gathering Idols” and “Excavation Tools”
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At Ironband's Excavation Site, collect idols and six tool sets. Skirt the outside of strong trogg packs, for Gathering Idols[18] and Excavation Tools[18].
Reward: Dwarven Flamestick, your first quest wand, 13.6 DPS and +2 Spirit. Already have Greater Magic Wand? It is stronger. Take the two-handed sword to sell; worth more than the axe.
Invader's Mace is a one-handed mace you can use, with +1 Spirit. Sell the axe.
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➜≈ 500 yards northeast · ~1 min on foot
Hearth to Thelsamar. Thorgrum Borrelson : fly to Ironforge. High Priest Rohan : level 16 training, Heal and rank 2 Mind Blast, 16 each. Running the Hall of Thanes? Do the next chapter first, then take the Deeprun Tram to Stormwind.
Heal is your main heal when healing a group through 30. Solo, a shield often suffices and Renew covers the rest. Hearthstone on cooldown? Walk north along the road to Thelsamar, a couple of minutes away.
Class
lvl 16-18
Group: The Hall of Thanes
An optional new dungeon beneath Old Ironforge. Priests can heal here, usually making it easier to find a group.
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Don't forget in this section
Dark Iron Map drops from spies at Ironband's Compound. Get it while passing through; a separate return trip is awkward.
Dark Iron Map drops from Dark Iron spies and Captain Beld at Ironband's Compound ; turn in to Earthseer Farsen . Best gathered on the way to South Gate (step).
Dwarven Tome: off-hand book, +3 spell power and +1 Spirit, used with a one-handed mace. Using a staff? Take Tomb Robber's Gloves.
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Take the Deeprun Tram from Ironforge to Stormwind for the next chapter.
lvl 16-17
Stormwind: Cathedral of Light and the road to Westfall
Unlock the second capital, turn in Desperate Prayer[10] if needed and pick up the farm delivery.
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Don't forget in this section
Accept Humble Beginnings[15] from Baros Alexston now; you will find the compass in Westfall.
¤ Shopping and useful stuff
High Priestess Laurena in the Cathedral of Light: your trainer for 18, 20, 22, 24 and 30. Woo Ping : Staves, around 10. The first useful staff comes after 20, so no rush.
High Priestess Laurena in the Cathedral of Light: turn in Desperate Prayer[10] here if Rohan would not accept it. No new spells at 16-17. Woo Ping : Staves, around 10; you can train later.
A staff occupies both hands. A mace with off-hand Dwarven Tome is no worse before 20. The first statted staves arrive after 20 from group content.
Class
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Leave through the main gates and follow the road to Goldshire, then head west to the Westfall bridge. Start with the farms near the zone entrance.
lvl 16-19
Westfall: farms and the People's Militia
Farms and Sentinel Hill, then the northern mines and Moonbrook. Fly to Stormwind for level 18 spells.
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Don't forget in this section
Hearth and flight path at Sentinel Hill: all your Westfall loops return there.
Defias Pillagers in Moonbrook cast fire from range. Pull around a house corner to bring them in. Use Psychic Scream only with clear surroundings; feared mobs can pull neighbors.
⚔︎Questing loop: “The People's Militia”, “Patrolling Westfall” and “Murloc Gills”
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➜≈ 600 yards northwest · ~1.5 min on foot
North of the hill, near the Molsen Farm and Jangolode Mine , kill Defias Trappers and Smugglers, plus gnolls along the way. Head down to the northern coast for murloc gills, for The People's Militia[12] and Patrolling Westfall[14] and Murloc Gills[12].
⚔︎Questing loop: “The People's Militia”, “Red Leather Bandanas” and “Humble Beginnings”
◎
➜≈ 550 yards west · ~1.5 min on foot
In Moonbrook and the southwestern camps, finish Defias Pillagers and Looters while collecting red bandanas. Open the compass chest at the Alexston Farmstead , for The People's Militia[14] and Red Leather Bandanas[15] and Humble Beginnings[15].
Spark of the People's Militia: wand, 12.8 DPS. Take only if you have no wand or yours is weaker. Otherwise sell the two-handed sword: worth more than the mace.
Shadow Word: Pain is your priority at 18: a substantial Pain damage upgrade. Visit the bank and Auction House on the way; check Greater Magic Wand if your wand is weak.
Under PvP rules, Redridge is contested: expect your first Horde encounters here. Psychic Scream works on players too; Stoneform removes a Rogue's poisons and bleeds.
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Enter Redridge along the Elwynn road and head to Lakeshire. Do not cut through Duskwood: the mobs outlevel you.
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Redridge Mountains
On your first Lakeshire visit, unlock the flight path with Ariena Stormfeather . You will need it shortly.
⌂Turn in 6 quests, pick up 14 new ones and visit your trainer
!
after travel
Darcy : accept !A Free Lunch[15]. The tavern is in Lakeshire; deliver lunch to the southern road first, then return with flowers.
High Priestess Laurena : already 20? Train now (list in Shopping) and accept her Chastise[20] (step). Still 19? Check level 18 ranks and continue; train at 20 next chapter.
Levels 20-30 · 15 sections. They open when you get there.
lvl 20-21
Level 20 training and the outer Redridge camps
Your major spell-training visit and a Dwarf racial spell quest. Then Alther's Mill and roadside orc camps.
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Don't forget in this section
Darkshire's stargazer chain (Look to the Stars[25]) needs Bronze Tube. Buy at 20 from Stormwind's Auction House, Auctioneer Chilton , or order from an Engineer (step). Too expensive? Skip the entire branch.
Devouring Plague from 20 is an instant 24-second disease that heals you for its damage, with a 24-second cooldown. Costs 215 mana: use against tough mobs or while low on health. Shadow Word: Pain and a wand finish ordinary enemies.
Fear Ward: use on yourself against Warlocks and Warriors in PvP, or on the tank in a group. Negates the next fear; 3-minute cooldown.
Chastise[20] sends you to Rohan in Ironforge. Turn in on the Wetlands trip (step) for Chastise. Want it now? Take the Deeprun Tram there and back, a short detour. Trained and accepted it on your previous visit? Skip the flight and start the circuit.
Train Staves with Woo Ping in Stormwind, around 10. You visit at this step: train before the run.
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Duskwood
Finding a Deadmines group takes time, so start the preparation first. Once in Darkshire, unlock the flight path at Felicia Maline and fly to Sentinel Hill. The delivery chain visits Lakeshire and Stormwind; you already have both flight paths.
Drops from:Head of VanCleef - Edwin VanCleef · Red Silk Bandana - Defias Henchman, Defias Miner, Defias Conjurer and others · Gnoam Sprecklesprocket - Sneed's Shredder
You heal: Heal on the tank, Renew early and Power Word: Shield before a big pack. Mob on you? Fade and move toward the tank. Wait for mana before the next pull.
↩Head back: turn in 1 quest and pick up 2 new ones
Take the staff, Staff of Westfall: +5 Intellect, +6 Spirit, up to +48 healing and +16 spell damage, plus +2% movement speed in Elwynn, Westfall and Redridge. Your best healing weapon before Excavation Site: Wetlands. Priests cannot use the leather or mail.
Monastic Hammer: one-handed mace, +2 Intellect and up to +12 spell power. Pair with off-hand Dwarven Tome for a setup close to the staff. Took Staff of Westfall? Choose the highest vendor price.
Worn Miner's Waistcord: cloth, +2 Stamina and +3 Intellect. Have Wise Man's Belt (+5 Intellect)? A small difference; choose the higher vendor price if keeping yours.
Use humanoid drops Wool Cloth for bandages and Tailoring; auction the surplus. Keep wolf meat and spider legs for Darkshire's cooking quests (Seasoned Wolf Kabobs[25], Dusky Crab Cakes[20]) and your own Cooking.
➶ Level faster
Tranquil Gardens Cemetery has undead. Shackle Undead holds one skeleton for up to 30 seconds while you kill another. Any damage breaks it: keep Shadow Word: Pain and Devouring Plague off the shackled target.
⚔︎ PvP
Under PvP rules, Duskwood is contested. Horde players traditionally arrive from Stranglethorn via the southern road. Keep Fear Ward up to negate the first Warlock or Warrior fear; use Stoneform against a Rogue's poisons.
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next - Duskwood
Felicia Maline : unlock the flight path. Innkeeper Trelayne : set your hearth to Darkshire. Collect the town's quests before leaving.
Drops from:Lean Wolf Flank - Starving Dire Wolf, Lupos, Rabid Dire Wolf and others · Ghoul Fang - Flesh Eater, Bone Chewer, Brain Eater and others · Vial of Spider Venom - Venom Web Spider, Pygmy Venom Web Spider, Green Recluse and others · Skeleton Finger - Skeletal Warrior, Skeletal Horror, Skeletal Mage and others
Finish some totem ingredients at Raven Hill rather than farming the whole order in one place.
↩Head back: turn in 5 quests and pick up 6 new ones
Still 21? Skip the flight. Train levels 22 and 24 together when the route returns to Stormwind (step).
Class
lvl 23-24
Redridge: second loop
A short second Redridge loop while Duskwood's mobs are still too tough.
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Don't forget in this section
Orbs for Shadow Magic[23] only drop from Blackrock Shadowcasters near Stonewatch Keep. Short? Finish with the group and turn in alongside Tharil'zun[25].
This is a short chapter. Turn in everything possible in Darkshire before flying out to keep your quest log manageable.
Orcs and gnolls flee for help at low health. Save mana for a finisher: Mind Blast or Smite can reach runners when your wand cannot. Pull casters behind a tree or corner to bring them in.
⚔︎Questing loop: “Shadow Magic” and “Solomon's Law”
◎
Gather pendants from Shadowhide gnolls in eastern Redridge and orbs from Blackrock Shadowcasters near Stonewatch Keep, for Shadow Magic[23] and Solomon's Law[23].
Drops from:Shadowhide Pendant - Shadowhide Darkweaver, Shadowhide Slayer, Shadowhide Brute and others
Shadowcasters are level-22-23 elites: pull singly from the camp's edge. Too hard? Leave the orbs for the group trip (chapter).
Charys Yserian in Stormwind: game files list Wizard's Belt from 23, +8 Intellect, ≈ 37; Dreamer's Belt from 24, +7 Intellect and +2 Spirit, ≈ 42. Buy for an empty belt slot. Wearing Wise Man's Belt? Only a 2-3 Intellect gain.
Lesser Mystic Wand from 26: 25.4 DPS and +4 Intellect, from Stormwind's Auction House or an Enchanter friend. Best wand before 29 if you can afford it.
◈ Loot along the way
Ira's Dagger and Merrick's Bow start new Forever quests: keep them. Hold Stalvan's keys and papers until their turn-ins.
➶ Level faster
Duskwood spiders poison you. Stoneform clears it on a 3-minute cooldown. Worgen move in groups of two or three; use Psychic Scream only with clear surroundings.
If less than an hour has passed since Raven Hill, your hearth is still on cooldown: take the southern road through Elwynn into Duskwood, then Darkshire.
The Legend of Stalvan[28] ends with a conversation. The finale, The Legend of Stalvan[35], involves level 32 Stalvan Mistmantle. Save it for a group at 29-30 in the separate chapter (step). Finish the ogres, final Night Watch quest and cemetery deliveries later.
lvl 24-26
Group: Redridge elites
An optional orc-keep group run for cloth boots and a robe, then back to the main route.
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Don't forget in this section
Missing In Action[25] starts the escort immediately on acceptance. Clear Render's Camp and the escape route first.
If you still have orbs for Shadow Magic[23], deliver them to the marshal alongside Tharil'zun[25].
Keep quest crocolisk skins separate; sell ordinary hides. Wool and silk from humanoids go into bandages and Tailoring.
➶ Level faster
Wetlands gnolls, murlocs and orcs are humanoids: Chastise roots a runner for 2 seconds with very little threat. Raptors and crocolisks are beasts: Big Game Hunter gives +5% damage against them.
Under PvP rules, the Wetlands are contested. Horde players cross Thandol Span for Excavation Site: Wetlands. Retreat toward Alliance guards in the harbor. Chastise works on players too: all player races are humanoids. A 2-second root buys room to retreat or finish a heal.
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after travel
Felicia Maline : fly from Darkshire to Stormwind, then take the Deeprun Tram to Ironforge. Already in Stormwind after the Redridge group run? Start with the tram.
Chastise: 43-49 Holy damage and a root lasting up to 2 seconds, humanoids only. Costs 50 mana; 2-minute cooldown. Stop a runner, then finish with your wand. Rank 2 at 30 (step).
Take Icicle Rod: a staff despite its name, +4 Intellect and +18 spell power. Train Staves with Woo Ping in Stormwind. Have Staff of Westfall? It is stronger for healing; take boots to sell instead.
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Head back east along the road: Thelgen Rock first, then the excavation camp and Green Belt.
⚔︎Questing loop: “Fire Taboo” and “Digging Through the Ooze”
◎
➜≈ 750 yards northwest · ~2 min on foot
In the north, between the Green Belt and Ironbeard's Tomb (), Mosshide Mistweavers, Fenrunners, Trappers, Brutes and Mystics drop flint for Fire Taboo[23]. The southern Gnolls and Mongrels do not. Nearby oozes at Ironbeard's Tomb drop the bag for Digging Through the Ooze[24].
Drops from:Crude Flint - Mosshide Mistweaver, Mosshide Fenrunner, Mosshide Trapper and others · Sida's Bag - Crimson Ooze, Black Ooze, Monstrous Ooze and others
↩Head back: turn in 5 quests, pick up 1 new one and visit your trainer
Shadow Word: Pain is your priority at 26: another major Pain damage upgrade. Still 25? Make the trip at 26; only one flight from the harbor.
Class
lvl 27-29
Wetlands: Whelgar's Excavation and orcs
New Forever quests alongside the familiar Whelgar's Excavation Site, raptor and orc circuit. Bring a partner for tough enemies.
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Main route: Ironforge and Stormwind, then the final Duskwood circuit. Choose any of the group chapters below, Excavation Site: Wetlands, Stockade or Nek'rosh, or skip all. Their level headings are estimates, not promised XP.
Don't forget in this section
Incisors for Razormaw Needling[29] drop at Raptor Ridge northeast of the Green Belt, not at the excavation.
Lifting the Curse[30]: the captain is aboard a ship, the deck is cramped, and mobs respawn behind you. Bring a partner if possible.
Under PvP rules, Horde players often travel toward Thandol Span. Hearthing to the harbor is safer than fleeing past an enemy camp. Against mana-using healers, Mana Burn from 24 burns mana and deals damage.
No group? Skip this flight; train at 28 on the Stormwind trip (step). Heal heals 510-576 over a 3-second cast, your main heal at 28-30.
Class
★
Continue the main route with From the Wetlands to Stormwind, then Duskwood. With a group, do Excavation Site: Wetlands, the Stockade or Nek'rosh before leaving. Every run is optional.
lvl 28-30
Group: Excavation Site: Wetlands
A new group area with your best healing staff from the relic quest. The quest minimum of 24 does not make it soloable at 24.
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Optional group run. New dungeon quests and Healer's Staff are the goals. No group? Continue the main route to Stormwind, which also follows any chosen runs.
From the harbor, pass the nature warden and head to Whelgar's camp. Excavation Site: Wetlands is beside Whelgar's Excavation Site, marked as a new area; distinguish it from the ordinary raptors outside.
Take Healer's Staff: +12 Stamina, 5 mana per 5 seconds and up to +67 healing. Best healing staff before 30. Priests cannot use the two-handed hammer.
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➜≈ 350 yards west · ~50 s on foot
The turn-in leaves you in Ironforge. High Priest Rohan : train level 28 spells if missed (list). Then fly back to the Wetlands for other group quests or continue the main route.
lvl 28-30
Group: Stockade and Dun Modr
A separate group branch for Dun Modr quests and the Stockade. The Deadmines is not required.
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Optional group run. Dun Modr and Stockade quests reward a Priest staff and cloth gloves. No group? Continue the main route to Stormwind, which also follows any chosen runs.
In Ironforge after Excavation Site: Wetlands? Start with Gryth Thurden : fly to the harbor. Form a group in the Wetlands and reach Dun Modr's southern entrance. Stay off Thandol Span.
Return to the harbor. Shellei Brondir : fly to Ironforge, then take the Deeprun Tram to Stormwind. Dungar Longdrink : fly to Lakeshire and Darkshire for two more Stockade quests.
Drops from:Head of Deepfury - Kam Deepfury · Head of Targorr - Targorr the Dread · Hand of Dextren Ward - Dextren Ward · Red Wool Bandana - Dextren Ward, Defias Prisoner, Defias Captive and others
No Deadmines letter required here. As healer, prisoners may run toward you; keep Power Word: Shield and Fade ready.
Fly to Lakeshire and Darkshire for turn-ins. Then take the Deeprun Tram to Ironforge and Gryth Thurden : fly to the harbor. Final turn-in is in Dun Modr.
Eye of Paleth: off hand, up to +13 healing and +4 spell damage, stronger than Dwarven Tome. Cannot pair with a staff.
lvl 29-30
Duskwood: unfinished business
Final circuit: worgen, Raven Hill and Vul'Gol ogres. Visit Stormwind for training at 30.
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Continue the main route after the Wetlands and finish active chains. Eliza and Stalvan below are optional group content. Go to level 30 training once you actually reach 30.
⚔︎Questing loop: “Ogre Thieves”, “Look to the Stars” and “Merrick's Bow”
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One trip to Vul'Gol Ogre Mound: kill warriors and enforcers, take the leader's monocle and the hermit's crate, for Ogre Thieves[30] and Look to the Stars[30] and Merrick's Bow[28].
Drops from:Ogre's Monocle - Zzarc' Vul
The named ogre is tough: bring a partner. Skipped the new family branch? Complete only the quests you accepted.
↩Head back: turn in 5 quests and pick up 4 new ones
Take Ring of Forlorn Spirits: +2 Stamina and up to +8 spell power. Priests cannot use the axe.
⚔︎Questing loop: “Bride of the Embalmer”
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Find Eliza's grave in the western cemetery. Start only once the whole group is ready; kill the summoned Eliza and take her heart - Bride of the Embalmer[30].
More undead join the fight. Use Shackle Undead on one add and leave it undamaged. Agree beforehand who holds the boss.
The main 1-30 chains are complete. No group for active The Legend of Stalvan[35] or Bride of the Embalmer[30]? Save them for later. Continue in Arathi Highlands, Hillsbrad Foothills and dungeons. Riding costs 100g at 40: start saving at 30.
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Priest: spells, mana and wands
What to train and where, damage, healing and less drinking through 30
Forever changes:Fear Ward and Devouring Plague are available to every Priest race from 20; Divine Spirit at 30 is a trained spell, not a talent. Power Word: Fortitude lasts an hour. Since October 15, wands require standing still for 0.5 seconds; since September 24, spell power on gear does not increase their damage. Smite and Holy Fire hit substantially less hard than in Classic, while Renew can crit. Wand Specialization costs 2 points rather than 5; Meditation allows 50% regeneration while casting; Penance and Binding Heal are talents. After October 15, Devouring Plague has a 24-second cooldown.
At 1-3, cast Smite from range and again as the mob approaches, finishing with the mace if it's safe. At 4-9, lead with Shadow Word: Pain, follow with Smite, and put up Power Word: Shield before a tough mob hits. From 10, front-load Shadow Word: Pain and Mind Blast, then use the wand (Shoot). Full Spirit regeneration resumes 5 seconds after your last mana spend. Wand shots let that timer run. Keep Power Word: Fortitude active, add Inner Fire from 12, and rebuff after dying.
Prices are from Wowhead Forever's beta Priest page. Training everything through 20 costs roughly 4g, including 2.2g at 20. Levels 22-30 add about 16-17g, including 9g at 30. Delay optional spells to save a few gold. Keep saving: riding training costs 100g at 40.
Discipline suits players who dislike drinking or often heal: Meditation by 25-27 and stronger shields. Lower damage, fewer breaks. Penance at 30 is a healing tool rather than damage.
Holy is slow solo: Smite and Holy Fire are weaker in Forever and use plenty of mana. Good in groups (Holy Nova from 20), but rough solo through 30, so it is not included in the leveling builds.
Priests can heal groups in any talent tree. Level-by-level builds are in Leveling talents.
Mana and water
Your main expense before 20
The five-second rule: Spirit regeneration pauses for 5 seconds after spending mana. Front-load your spells and finish with the wand.
Drink below one-third mana. You can start the next fight at 70-80% rather than full; mana also regenerates while moving.
Forever cooked food gives +5% kill XP (Well Fed XP Boost), so Cooking helps Priests even if mana matters more than health.
Spirit Tap and Discipline's Meditation do much of the work of reducing drink stops. Save the free heal from Desperate Prayer for trouble. Its cooldown is too long to treat it as your ordinary recovery plan.
Wand
Finishing mobs without mana
Your wand (Shoot) costs no mana and does not interrupt regeneration. Before 20, it provides over half your damage; a new wand is your most noticeable upgrade.
5-15: Lesser Magic Wand, 11.3 DPS, crafted at Enchanting 10. Use Ironforge's Auction House (step) or an Enchanter friend. Dwarves get no quest wand before 15.
Since October 15, a wand fires only after standing still for half a second. Stop moving between your spell and shot. Compare wand DPS separately: spell power does not increase it.
Solo healing and shields
Saving health and mana
Put up Power Word: Shield from 6 before the mob lands its first hit. Damage absorbed by the shield won't push your cast back. Weakened Soul then prevents another shield on that target for 15 seconds.
Renew from 8 heals while moving: apply early in a tough fight. Cast higher-rank Lesser Heal or Heal from 16 after the mob dies or while it is feared.
Flash Heal from 20 is quick but costly. Save for emergencies, not every fight.
Desperate Prayer is Dwarf-only in Forever (client 1.60.1 lists no other race). Instant, mana-free self-heal, 10-minute cooldown: 146-181 healing at 10; rank 2 at 18 heals 267-326 (1); rank 3 at 26 (3).
Chastise is new in Forever: 43-49 Holy damage and a root lasting up to 2 seconds, humanoids only. Costs 50 mana, 2-minute cooldown, very little threat. Rank 2 at 30 costs 157. Defias, kobolds, gnolls, murlocs and Dark Iron dwarves are humanoids: stop runners, then finish with your wand.
The level 20 quest teaches it: Chastise[20] starts and ends with High Priest Rohan in Ironforge; Chastise[20] starts with High Priestess Laurena in Stormwind and ends with Rohan. The route uses Chastise[20], accepted at level 20 training (step) and turned in on the Wetlands trip (step), also worth 390 XP. They no longer teach Fear Ward, now trained by every race.
20: Rohan offers Chastise[20], Laurena offers Chastise[20] (step); turn in to Rohan (step). Reward: Chastise; train rank 2 at 30 for 157 (step). No new Dwarf Priest quest at 30. Wowhead marks two old class quests at 15 and 25 as unimplemented; they are not in game.
How not to die
Combos that save you
Psychic Scream arrives at 14. It fears the two nearest enemies for 8 seconds, with a 30-second cooldown. Use it where the ground is clear. In a camp, the fleeing mob can bring a second pull back.
The Forever tooltip for Fade says enemies can't attack you for 10 seconds. In a group, that gives the tank a chance to take them back. Solo, it may buy time to move or heal. What happens if you attack during it? That's worth checking in game before relying on it.
A humanoid fleeing for help or hitting in melee? Chastise from 20 roots for 2 seconds, giving time to finish it or move away.
Below one-third health with no mana? Use Desperate Prayer, then retreat toward guards. Stoneform removes poison, disease and bleeds and reduces physical damage taken by 10%.
Start tough mobs with full mana, a shield and Renew. Avoid pulling with Psychic Scream on cooldown and other mobs nearby.
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Wands, cloth and staves through 30
Quest rewards and useful purchases by level
Priests wear cloth only. You start with One-Handed Maces and Wands. Woo Ping in Stormwind teaches Staves; Bixi Wobblebonk in Ironforge teaches Daggers. For spells, compare spell power, then Intellect and Spirit; Stamina forgives mistakes. Compare wand DPS separately. Vendor inventories come from game files; prices are approximate.
25.9 and 27 DPS: only if you have money left after training at 30.
What to skip buying
White cloth gear with no stats (Knitted, Heavy Weave or crafted robes): buy it only for a completely empty slot. Quests already give you gear like this.
Weapon vendors' staves (Long Staff and cheaper): they have no stats, and a Priest does not need staff melee damage. Tailoring vendors' Shimmering Silk Robes and Chromatic Robe have no stats either.
A vendor wand at 26-28: you can get Excavation Rod and Consecrated Wand for free at 29, and training at 30 costs around 9 gold.
Priests cannot equip guns, bows, shields, leather or mail. Take those rewards to vendor them, choosing the one with the highest sell price.
Stoneform: instantly removes poison, disease and bleeds, makes you immune to them for 8 seconds and reduces physical damage taken by 10%; 3-minute cooldown. Useful against venomous spiders, diseased undead and Rogues using poisons.
Artisan's Precision: +1% spell and attack hit chance (replaced Earth Fury on October 26). Your spells miss enemies less often; it does not affect healing. Works with any spec and does not require a mace.
Big Game Hunter: +5% damage against Beasts. Wolves, boars, bears and spiders in Dun Morogh and Loch Modan die a little faster.
Find Treasure: shows treasure on the minimap. Turn it on outdoors - a chest near the road can be worth a small detour.
What was removed
Dwarves no longer have Frost Resistance or Gun Specialization in Forever: neither racial is present in client 1.60.1. The old mace bonus was replaced by Earth Fury on October 15, then by Artisan's Precision (+1% hit chance) on October 26.
⚒︎
Professions and camping
What to take, where to learn it and what to collect - up to level 30
I'd pair Tailoring with Enchanting for this Priest. Enchanting supplies Lesser Magic Wand at skill 10 and Greater Magic Wand at 70. Tailoring uses humanoid cloth drops for Spirit and Intellect gear, with spare crafts available to disenchant. Add Cooking and First Aid. Prefer a gold-making route? Herbalism with Mining or Skinning lets you buy a wand instead. The trainers are in Ironforge on the 7-9 visit (step).
Enchanting supplies - Tilli Thistlefuzz in Ironforge. New in Forever: the game files list essences on Enchanting vendors. Check in game whether they actually sell them in the beta.
The wand binds when equipped: a friend can make it and pass it to you - it only binds once you put it on.
Sit by any campfire for a minute, even someone else's, for an hour-long buff. Professions also have their own portable buff items: a faction flag from Tailoring (+Spirit) and a First Aid kit.
Cooking and First Aid
Cooked food grants +5% XP from kills (Well Fed XP Boost, 15 minutes). Refresh it before a long clear; the bonus does not apply to quest turn-ins.
Bandages heal without mana. Bandage after a rough fight and keep your mana for the next mob. Start with Linen Bandage made from linen, then move on to wool bandages.
What to collect
Cloth: Linen Cloth at 1-20, Wool Cloth from 20, looted from humanoids. Use it for Tailoring and bandages; auction the spare cloth.
Meat goes into Cooking; vendor gray items at each stop. Quest items only drop while the quest is in your log, so you cannot stockpile them beforehand.
Money
Training through 20 costs around 4 gold, including 2.2 gold at 20. Budget another couple of silver per level for water.
Training from 22 to 30 costs roughly another 17 gold: 2 at 22, 2 at 24, 1.8 at 26, 2.4 at 28 and 9 at 30. Skip a vendor wand if a better quest or crafted wand is 1-2 levels away. Aim to have around 10 gold saved by 30.
☠︎
Dungeons and group healing
Quests to pick up beforehand, and your role in the group
Dungeon quests award noticeably more XP than ordinary quests in Forever: an estimated 1.5-2.5 times as much after the October 1 reduction. A run without quests offers much less value. Pick them up beforehand, but leave them alone if you have no group - they only fill your quest log. Priests usually heal, and healers are in short supply, so finding a group should be easier.
Healing as a Priest: before the entrance and during pulls
Buff the party with Power Word: Fortitude before entering. Bring enough water for the run, using Melon Juice from 15. Ask the tank to check your mana before the next pull. Drinking while the party fights rarely ends well.
Use Heal as the main heal from 16, or higher ranks of Lesser Heal before then. Renew helps cover the tank over time. Keep the expensive Flash Heal from 20 for someone who can't wait for the longer cast.
Use Power Word: Shield on the tank before a large pull and on anyone taking hits. If a mob comes for you, use Fade and move toward the tank, away from uncleared corridors.
Cure Disease (from 14) removes diseases; Dispel Magic (from 18) removes magic from an ally. Put Fear Ward (from 20) on the tank before a mob that uses fear.
Running out of mana? Tell the group before the next pull, not after a wipe. Desperate Prayer only heals you.
A minimum quest level of 24 does not mean you can solo it at 24. For a Priest: Healer's Staff for the relic is a healing staff with +12 Stamina, 5 mana per 5 seconds and up to +67 healing (step).
Based on the beta (build 1.60.1, as of October 21, 2026; beta level cap: 30): the Wowhead Forever database, Forever spell and item tooltips, client 1.60.1, Blizzard's Priest overview and Questie. Details may change before the November 4 launch.
Dwarf Priest: starting kit and class questsbeta data
The Classic starting kit: one-handed maces, wands and cloth, with Worn Mace and acolyte gear. Learn Staves from Woo Ping in Stormwind and Daggers from Bixi Wobblebonk in Ironforge.
All races can train Fear Ward at 20 (3-minute cooldown and duration), along with Devouring Plague (24-second cooldown after October 15). Divine Spirit, formerly a talent, is trainable at 30.
Base spell damage is lower: Smite and Holy Fire are noticeably weaker than in Classic. Spell power on gear has a stronger effect, so look for it. Renew can crit, and Power Word: Fortitude lasts an hour.
Wands: Wand Specialization now takes 2 talent points for the same 25% bonus. Spell power has not increased wand damage since September 24; since October 15, you must stand still for half a second before firing.
Dwarf racialsbeta data
Mace Specialization was replaced by Earth Fury on October 15, then removed on October 26. You now have Artisan's Precision: +1% spell and attack hit chance with any weapon. Another new racial, Big Game Hunter, grants +5% damage against Beasts. Stoneform now reduces physical damage taken by 10%. Frost Resistance and the gun bonus are gone.
Rulesets to choose from: “Normal” - PvP only if you want it (/pvp); “PvP” - your flag turns on by itself in contested and enemy zones; “RP” - same as Normal.
Alliance territory along the route: Dun Morogh, Loch Modan, Elwynn Forest and Westfall. Redridge Mountains, Duskwood and Wetlands are contested; PvP rulesets flag you automatically there.
Battlegrounds: Warsong Gulch from 10, Arathi Basin from 20 and new Darkspear Islands from 30. Beta testers report that only the level 30 battleground is available in the beta.
Casting Power Word: Fortitude on a PvP-flagged player flags you too, even on Normal rulesets.
Experience and conveniencesofficial
Cooked food gives +5% experience from kills. There are camp buffs too - from a campfire, a tent and a sleeping bag.
There's no automatic dungeon finder - only the bulletin board, and meeting stones don't summon.
Playing with friends who share a language? Pick your preferred language in the settings: you'll land in the same world layer as its speakers more often.
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Tips and common mistakes
Hearthstone stops, dangerous mobs and reminders through 30
Kharanos - at 5: Hearthstone back from western Dun Morogh (step). Thelsamar - in Loch Modan: Hearthstone back after the loop, then fly to Ironforge (step). Sentinel Hill - in Westfall.
Darkshire - at 21: Hearthstone back from Raven Hill and Elwynn Forest. Menethil Harbor - in Wetlands. Darkshire again - at 29, for the final loop.
Check the one-hour hearth cooldown before a long trip. If it won't be ready for the return, plan on walking or taking the nearest flight.
For short distances - a death run. Almost free until level 10; from 11 - “Resurrection Sickness” and -25% durability.
Dangerous mobs 1-20
Coldridge Valley: Grik'nir the Cold in the troll cave. Clear your escape route first (step).
Dun Morogh: Vagash above the ranch and Avala by the quarry. Go in with full mana and a shield (step, step).
Loch Modan: the enemy summoned by the fallen banner (Headsplitter). Bring a partner if it outlevels you (step).
Westfall: Defias Pillagers in Moonbrook cast fire spells from range. Pull them around a building corner.
Duskwood: avoid the higher-level ogres along the western road (step); bring a partner for the named ogre in Vul'Gol Ogre Mound (step); Stalvan Mistmantle is level 32 - group only (step).
Wetlands: Sarltooth at Whelgar's Excavation Site (step) and the cursed crew's captain (step). Start with full mana or bring a partner.
Redridge: the Stonewatch Keep elites require a group (step).
Common Priest mistakes
Using Rank 1 of Lesser Heal for the level 5 trial: it does not count. You need Rank 2.
Spamming Smite as your main attack from 10: you run dry after two mobs. Shadow Word: Pain and your wand cost less mana.
Trying to wand while moving: since October 15, you must stand still for half a second before firing.
Using Psychic Scream near another pack: a feared mob can pull its neighbors.
Using Power Word: Shield on every weak mob: you cannot apply another shield for 15 seconds and may need one for a harder fight.
Skipping Rank 3 of Pain at 18 - Shadow Word: Pain. Pain is your main source of damage.
Buying white cloth gear and a vendor wand just before quest rewards: you need around 2.2 gold for training at 20.
Dungeon quests “for later” without a group: they sit in your log and take up space. No group - don't take them.
Learn Rank 4 of Pain, Shadow Word: Pain, at 26. For training at 26 and 28, the route already passes Ironforge. Use Rohan there instead of adding a separate Stormwind flight.