This Gnome Mage gets a staff from Bink before the longer robe chains begin. The 1-30 route crosses Dun Morogh, Westfall, Loch Modan, Redridge, Duskwood, and the Wetlands. We'll collect the robe gems while passing the mine, learn teleports from 20, and finish another robe by 30. Four builds, useful spell ranks, wands, and optional dungeons are included. I'd start with Frost and single pulls.
Updated November 4, 2026 for Blizzard's November 2 changes: new Fire, Arcane and AoE orders, Ice Lance has an 8-second cooldown, and Piercing Ice was removed.
!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)
⚙︎
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 mages
Mage Portal Dock - Forever - a bar for teleports (from 20) and portals (from 40): it finds the ones you've learned, casts them in one click, keeps track of your runes (Rune of Teleportation) and lights up when they run out. Command: /mpd. Made for Forever (file 1.60.1 from September 27), not many downloads yet - optional.
Procs (Fingers of Frost, Clearcasting, Missile Barrage) are shown by the built-in Cooldown Manager. Want them bigger and with sound? Use ForeverAuras from the “Don't look” card.
AoE in dungeons? Install a threat meter from the “Optional” card: the built-in damage meter doesn't show threat, and a mage with Blizzard is the first to pull a pack off the tank.
⏱︎
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.
Speed
Use Blink from 20 while traveling too, especially through narrow spots and over bridges.
✦
Following the route
Main route: Coldridge Valley → Kharanos and Dun Morogh → the Gizmonitor outside Gnomeregan → Deeprun Tram to Stormwind → Westfall 12-15 → Stormwind for your class robe → Loch Modan 15-18 → Redridge Mountains → Duskwood and Wetlands to 30. You can skip group chapters entirely.
Your Gnome chain Speak with Bink[10] → Mage-tastic Gizmonitor[10] opens at 10; this route finishes it at 11-12. At 15, accept Investigate the Blue Recluse[16], then Gathering Materials[15] in Stormwind BEFORE visiting the Loch Modan mine. You cannot collect the gems without the quest in your log. Save 10 Linen Cloth for the turn-in instead of using it all for bandages.
Chapter levels indicate readiness for the mobs, not a guaranteed amount of XP from one circuit. Falling behind? Finish green quests in the zone. Spend silver on key spell ranks, a wand and bag space first; white cloth gear without stats can wait.
✦
Leveling talents
Builds for 10-30: which one to pick and in what order to spend points
Your first point comes at 10, with 21 by 30. I'd use Frost to keep mobs at range while questing. At 20, these builds open Ice Lance, Arcane Blast, or Pyroblast. Expansive Mind and Eureka! help across the trees. Visit Bink in Ironforge or Jennea Cannon in Stormwind to respec. The launch starting cost is 1 gold, so the early experiments aren't free. All four point orders use the Forever tree after Blizzard's November 2 changes.
Frost: Ice Lancemain0 / 0 / 21Slow the mob with Frostbolt, hold it with Frost Nova, and use Ice Lance while it's frozen. It's a practical single-target questing setup. Icy Veins, Mobalytics, Method, and wow.gg use a similar core.
Improved Frostbolt 5/5 at 10-14 shortens Frostbolt by half a second. That buys more damage before contact. Frostbite 3/3 at 15-17 lets chills proc a 5-second freeze. Finish Ice Shards 5/5 across 18-19, 24, and 28-29 to raise Frost crit damage from 150% to double damage.
At 20, Ice Lance gives an instant hit with +300% damage against frozen targets. Since November 2 it has an 8-second cooldown shared with Fire Blast, so one freeze means one Lance. Use Frost Nova when a mob reaches you, step back a couple of yards, and Lance while the roots hold. Shatter at 25-27 adds +50% crit chance against frozen targets. Fingers of Frost at 30 lets chills proc a charge that makes your next spell treat its target as frozen.
Take Frost Channeling 3/3 at 21-23 for 15% cheaper Frost spells. Mana is tight for beta Mages. Rarely drinking? Put the 3 points into Precision for +6% spell hit and fewer misses (Piercing Ice was removed on November 2).
Before 20, the biggest difference is a faster Frostbolt. For a whole pack, the Blizzard AoE build offers better control.
Frost: Blizzard AoEif you pull in packs0 / 0 / 21Kite two or three melee mobs through Blizzard. Zockify covers the familiar Classic AoE approach, but Forever's weaker slows call for more cautious pulls.
In a dungeon, place Blizzard over the pack the tank is holding. Frost Channeling lowers threat by 30%, though it doesn't make an early AoE cast safe.
Blizzard slows by 40% in Forever, down from 65%. Cone of Cold gives 40% for 6 seconds. You skip Ice Lance, so isolated mobs die more slowly. You also leave out Frostbite on purpose. A random root leaves one mob behind while the rest keep following you.
Fire spends mana quickly. One beta complaint describes going dry after 11 Fireballs, and base Fireball damage was reduced by 20-33%. You'll still use Frostbolt and Cone of Cold for slows. I'd choose Frost if safer solo pulls matter more than big Fire hits.
Fire elementals barely take Fire damage - use Frost against them: Frostbolt.
Arcane: Arcane Blast and wandif you hate drinking21 / 0 / 0Get more from the wand with your first talents, build Clearcasting from 15, and add free Missiles from 21. Learn Arcane Blast at 20 and Arcane Wrath at 25.
Wand Specialization 2/2 at 10-11 adds 25% wand damage. The wand handles much of your damage at 10-20. Arcane Concentration gives a 10% chance of Clearcasting for a free next spell.
Take Missile Barrage 2/2 at 21-22: since November 2 it sits in row 2. The proc makes Arcane Missiles faster and free. Add Arcane Blast at 20, but don't keep chaining expensive Blasts; switch to the free Missiles when they proc. Arcane Wrath comes at 25. Arcane Meditation at 26-28 keeps 50% mana regeneration while casting, then Presence of Mind at 30 gives an instant cast.
You don't improve freezes through this tree, so more mobs reach you. The first quest wand comes around 15 in Westfall (step). Before that, buy Lesser Magic Wand from an enchanter or the AH. I'd get it before committing to the wand points. Beta players disagree about whether the simple spell loop is dull or comfortable in groups.
Wolves, troggs and the troll cave; train level 4 before leaving the valley.
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At 1-3, open with Fireball from range and finish nearly dead mobs with your staff if needed. At 4, learn Frostbolt and Conjure Water: the slow buys time for another cast, and you can make your own water.
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.
You can equip your starting Bent Staff immediately. You already know Wands, but have no wand in your starting bags. Marryk Nurribit teaches the first ranks; the next trainer is in Kharanos.
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 Smooth Walking Staff: you already know Staves. Mages cannot use shields. Compare it with your current staff; melee is still just a way to finish a nearly dead mob.
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
You start with Frost Armor: keep it active. Make water from 4 and food from 6; stock your bags before a long cave run.
⌂
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
Ironforge flight path, western camps and a Hearthstone return to Kharanos.
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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 : check the Auction House for Lesser Magic Wand, level 5, 11.3 DPS. You already know Wands; lacking a wand does not stop you doing your Gnome staff quest.
Keep Shimmerweed and gnome parts until turning in. Sell grays in Kharanos after hearthing.
➶ Level faster
Sheep from 8 helps with two enemies: avoid damaging the controlled one. Finish the active target, then recover health and mana.
➜
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
◎
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].
You can use Gnarled Short Staff from the start. Compare it with your current weapon: it may be an upgrade before your class reward Arcane Staff. Mages cannot use Axes; Daggers require separate training.
Polymorph works on beasts and humanoids. Damage breaks Sheep: control the second mob, finish the first, then deal with the second. As Frost, you can postpone Arcane Missiles.
Class
lvl 9-12
Eastern Dun Morogh and Ironforge
Eastern quests and level 10-12 training; your Gnome class staff follows the circuit.
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Don't forget in this section
Vagash is a level 11 elite (Protecting the Herd[12]). Start at full health; bring a partner if needed.
Bink : level 10-12 training in Ironforge. Harick Boulderdrum : wands listed in the game files; you do not need to buy an expensive one just before an upcoming quest reward.
From 10, use Frost Nova to freeze mobs that reach you and move away. Do not stay in melee just because the target is still rooted.
⚔︎ PvP
Escape Artist removes roots and slows and grants 3 seconds of protection against them. You also gain Frost Nova at 10; the racial does not remove stuns or fear.
➜
Follow the northern road back to Ironforge.
⌂Turn in 2 quests, pick up 3 new ones and visit your trainer
Still 9? Finish the eastern quests and train level 10 with Bink in Ironforge. The referral is optional: Bink can offer Mage-tastic Gizmonitor[10] directly.
Update your spells first, then fetch the Gizmonitor (step). Slow Fall requires Light Feather; carry a couple of feathers if you plan to jump down from a height.
Keep your Hearthstone in Kharanos for now: use it to return from Gnomeregan.
¤ Shopping and useful stuff
Bink : catch up on level 12 training before leaving. Auctioneer Buckler : Auction House, if you need a wand or bag.
➶ Level faster
Eureka! boosts damaging abilities for 8 seconds, including ordinary Frostbolt casts. Activate it when you can keep casting, not while running toward the target.
Skipped the Kharanos referral? Just accept Mage-tastic Gizmonitor[10]. Do not also pick up Mirror Lake[10] in Stormwind: it is an alternative class route with a similar reward role.
Class
➜
Leave Ironforge and follow the road through Kharanos, then northwest toward Gnomeregan. Keep your Hearthstone bound to Kharanos for now.
For normal leveling, take Arcane Staff: a staff with +1 Intellect, +1 Spirit and +2 spell power. Arcane Orb is an off-hand; it cannot be equipped with a staff, and you still need to train Daggers or Swords.
You have no teleports before 20: flight paths and a well-placed Hearthstone save travel time.
➜
Take the Deeprun Tram from Ironforge's Tinker Town to Stormwind. It arrives in the Dwarven District; check the station name when boarding for the return trip.
➜
after travel
Dungar Longdrink : unlock Stormwind's flight path. If you missed level 12 training, visit Jennea Cannon in the Mage Quarter.
⌂Pick up 2 quests
!
after travel
Baros Alexston : accept !Humble Beginnings[15] before leaving for Westfall. Collect the compass while doing the militia quests.
Leave through the southern gates into Elwynn Forest. Follow the road through Goldshire, then west past Westbrook Garrison to the Westfall bridge. The next circuit starts at the farms.
lvl 12-15
Westfall: farms and the People's Militia
Farm and Sentinel Hill quests first, then the northern mines and Moonbrook.
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Don't forget in this section
Hearth and flight path at Sentinel Hill: all your Westfall loops return there.
Save Defias linen (Linen Cloth): Gathering Materials[15] needs 10. Use the rest for bandages or Tailoring. Keep stew ingredients until the turn-in.
➶ Level faster
Defias Pillagers in Moonbrook cast Fire spells; Frost Nova will not stop them. Break line of sight around a house to bring them close, and sheep an add with Polymorph.
Reach 15 before flying to Stormwind for Investigate the Blue Recluse[16]. If short on XP, kill more Defias in Moonbrook now to avoid a second trip to Loch Modan for crates.
⚔︎Questing loop: “The People's Militia”, “Patrolling Westfall” and “Murloc Gills”
◎
➜≈ 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].
Defias Highwaymen are 17-18; Knuckledusters reach 17. At 14-15, pull strictly one at a time and Sheep a second. Cannot handle them? Abandon The People's Militia[17]: the main route does not return to Sentinel Hill.
12.8 DPS and +1 spell power. Compare Lesser Magic Wand at 11.3 DPS and Greater Magic Wand at 17.5. If an enchanter already made you the greater wand, keep it. The club and sword are not Mage upgrades.
You already turned in the Gizmonitor quest in Ironforge. Skip the alternative Mirror Lake chain here. A separate quest begins at The Blue Recluse at 15.
Still 14? Do not leave town without this quest. The city deliveries above already give some XP; if that is not enough, kill Defias in Moonbrook and return to the trainer. Loch Modan's crates are useless without Gathering Materials[15] in your log.
Do not kill it: the creature freezes in place at low health, which is when you use the box. Free up three bag slots. No spawn? Move and read the scroll again elsewhere in the room.
Harick Boulderdrum : game data lists the same wands as Stormwind, Smoldering Wand from 15 and Gloom Wand from 16 (≈ 39). The latter has 14.4 DPS versus your quest wand's 12.8. Buy it only if you do not expect a crafted Greater Magic Wand before 20.
Silver of the Waves[20] starts from a fishing kit on the western lakeshore at .
¤ Shopping and useful stuff
Aldren Cordon at the excavation site : game data lists Wise Man's Belt from 15, +5 Intellect, ≈ 14; and Solstice Robe from 13, +5 Spirit, +1 Intellect and Stamina, ≈ 21. The belt is your best Mage purchase before 20 if stocked. Skip the robe: quest reward Manaweave Robe is coming soon.
Keep 10 linen in your bags for Gathering Materials[15] until Stormwind. Do not sell excavation quest tools before handing them in.
➶ Level faster
Mana is your main bottleneck at 16-18. Start fights at 70-80% mana rather than waiting for full, and finish with your wand. Frost can skip Arcane Missiles and Flamestrike to save for level 20 training.
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
Crates stand at the entrance and inside the mine . Not every crate contains a gem; check them all until you have 6. Kobolds are tightly packed in the tunnels: sheep one, nuke the other.
↩Head back: turn in 3 quests and pick up 5 new ones
⚔︎Questing loop: “Gathering Idols” and “Excavation Tools”
◎
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: Repurposed Hair Band, useful caster bracers with +2 Intellect and +2 Spirit.
⌂
➜≈ 300 yards southwest · ~40 s on foot
Hearth to Thelsamar. Thorgrum Borrelson : fly to Ironforge. Already 18? Bink : learn Remove Lesser Curse, Amplify Magic and Fireball (Rank 4), 18 each. This is a good time for The Hall of Thanes if you plan to go. Then take the Deeprun Tram to Stormwind.
Before entering, conjure water for everyone (Conjure Water) and buff the group with Arcane Intellect. People have been asking Mages for water since Classic; make it before the first pull.
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).
Your group jobs are sheep, water and AoE. Polymorph only affects humanoids and beasts; it will not work on spirits or undead. Let the tank establish threat before using AoE.
Redridge gnolls come in pairs or trios. Two coming? Sheep one (Polymorph), then use Frost Nova and bolts on the other. Kill Mystics first: they keep casting while rooted.
⚔︎ PvP
Under PvP rules, contested zones are more dangerous: Polymorph and Frost Nova help you disengage. Escape Artist breaks roots and slows, but not stuns.
➜
Follow the road from Elwynn into Redridge and continue to Lakeshire. Do not take a shortcut through Duskwood.
➜
Redridge Mountains
On first reaching Lakeshire, unlock the flight path with Ariena Stormfeather . You need it for the next Stormwind delivery.
⌂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.
Remove Lesser Curse is for dungeons and mobs that curse you. Take Amplify Magic and Fireball according to your spec. Already 20? Still get level 18 spells here; level 20 training needs Stormwind.
Levels 20-30 · 16 sections. They open when you get there.
lvl 20-21
Redridge and level-20 training
Your big Mage training visit: Blink, Blizzard and a teleport. Then Alther's Mill.
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Don't forget in this section
The Duskwood stargazer chain (Look to the Stars[25]) needs Bronze Tube. Buy it now at Stormwind's AH (Auctioneer Chilton ) or ask an engineer (step); the auction house is in the city. Too expensive? Skip that chain.
The full list costs 180. Short on gold? Fire Ward and Mana Shield can wait. Your 11th point in a tree unlocks its level 20 talent: Ice Lance, Arcane Blast or Pyroblast. Put it on your bar. Evocation restores mana in combat on an 8-minute cooldown; Blink breaks stuns and roots.
Teleport has a 10-second cast, costs 120 mana and one rune, and only transports you. Teleport to Stormwind from now on; leave your hearth at your quest hub. The main route to 30 uses six or seven runes; restock in Darkshire or Ironforge. Milstaff Stormeye teaches Teleport: Ironforge; learn it when the route takes you through Ironforge (step).
⚔︎Questing loop: “Blackrock Menace”, “Blackrock Blockade” and “Alther's Mill”
◎
Loop around Alther's Mill and the outer Blackrock camps. Pull roadside targets singly; stay out of the keep for now, for Blackrock Menace[21] and Blackrock Blockade[21] and Alther's Mill[21].
Before entering, give the group water (Conjure Water) and Arcane Intellect. Defias are humanoids, so Polymorph works on them; you have a useful CC target in every pack.
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
Your job: Polymorph the target agreed with your tank, and AoE only after the tank picks up the pack. Save Frost Nova for emergencies: rooted mobs hit whoever is nearest, often the healer. Give everyone water and Arcane Intellect before entering.
↩Head back: turn in 1 quest and pick up 2 new ones
+5 Intellect, +6 Spirit and +16 spell damage, plus +2% movement speed in Elwynn, Westfall, Redridge and the Deadmines. The tunic is leather and the leggings are mail; neither suits a Mage.
The gloves are Miner's Workgloves, only +5 Stamina. Riding Gloves with +3 Intellect is better for casting. Empty hands slot? Take the gloves. Otherwise, vendor Miner's Revenge for more money.
Reward: Worn Miner's Waistcord, +3 Intellect and +2 Stamina. Vendor belt Wise Man's Belt (+5 Intellect) is better; if wearing it, take this reward to sell.
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 is full of undead; Polymorph will not work. Against two, use Frost Nova, back away and cast bolts. A third joins? Blink and leave.
⚔︎ PvP
Blink from 20 helps escape stuns and roots. Escape Artist breaks roots and slows, but not stuns: choose the button that matches the control effect and watch your escape route.
Darkshire has no AH. You need bronze, not copper. If you skipped the purchase or it costs too much, skip the entire stargazer chain, including follow-ups.
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 of the totem reagents at Raven Hill. Do not grind the whole long order in one spot.
↩Head back: turn in 5 quests and pick up 6 new ones
For Frost, only the food and Fire Blast, an instant finisher, really matter here. Neither justifies a rune and flight by itself.
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.
¤ Shopping and useful stuff
Save for 22-24: about 4 gold for the full spell list. The priorities are Counterspell and Frost Blast (step).
➶ Level faster
Blackrock Shadowcasters and Shadowhide Darkweavers keep casting while rooted. Use a tree or corner to make them come to you. You get Counterspell at 24.
⚔︎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).
Game data lists these at Charys Yserian in the Mage Quarter: Nightwind Belt from 22 (+6 Intellect, +3 Stamina, ≈ 34), Wizard's Belt from 23 (+8 Intellect, ≈ 37), and Dreamer's Belt from 24 (+7 Intellect, +2 Spirit). If stocked, Wizard's Belt is your best Mage purchase at 20-30.
Prioritize Counterspell: it interrupts a spell and locks its school for 10 seconds, useful against casters and healers. New in Forever, Frost Blast has a 1.5-second cast, costs 40 mana, deals a small Frost hit and slows by 40% for 9 seconds. Use it when a mob is too close for Frostbolt. Frost can postpone Fireball, Arcane Missiles, Flamestrike, Dampen Magic and Scorch, saving about 2 gold. Took Pyroblast? Also learn Pyroblast (Rank 2) for 2.
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
Optional group assault on the orc stronghold: Mage cloth boots and XP.
0 of 10
Optional group run. No group? Skip this chapter and continue to the Wetlands. The book for your class chain is in a nearby tower, but the quest requires 26 and starts in Stormwind. This route does it later (step).
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].
¤ Shopping and useful stuff
Before the stronghold, give everyone water and Arcane Intellect. Blackrock orcs are humanoids, so Polymorph works. Interrupt their casters with Counterspell.
Keep quest crocolisk skins separate; sell ordinary leather. Use humanoid wool and silk for bandages and Tailoring.
➶ Level faster
Use the tram ride and flight to Thelsamar to conjure food and water for the whole Loch Modan and tunnel journey.
Save your harbor hearth for the return from the orc camp. Teleport to Ironforge for level 26 spells (step) so neither return trip needs a cooldown wait.
⚔︎ PvP
On PvP rulesets, the Wetlands are contested. Horde reach Excavation Site: Wetlands via Thandol Span. Menethil Harbor has Alliance guards; retreat toward them.
Already 26? Trainer Bink is nearby; learn level 26 spells now (list) and use your hearth rather than a rune after the Wetlands. Coming from the Redridge group chapter? You are already in Stormwind; start with the tram.
Take Icicle Rod. Despite its name, this is a staff: +4 Intellect, +18 spell power and another +10 Frost damage. Your best staff without group content. The boots are leather.
➜
Return east to the road: Whelgar's Excavation Site first, then the 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
Already 26? Save your hearth: use Teleport: Ironforge, train in Ironforge, then fly back to the harbor (step). Keep your hearth for the orc camp. Still 25? Hearth to Menethil Harbor.
Get all three. Frostbolt is your main Frost nuke. Cone of Cold is an instant cone attack with a 40% slow for 6 seconds, on a 10-second cooldown. Hearthed back because you are still 25? Skip this visit and train 26 with 28 (step).
Whelgar's Excavation Site has melee raptors with no spells. Playing the Frost AoE build? You can pull two or three: Frost Nova, back away, then Blizzard. Other builds should pull one at a time.
⚔︎ PvP
On PvP rulesets, Horde often pass along the road to Thandol Span. Hearthing to the harbor is safer than running past their camp.
Conjure water for the group before entering. Save a rune for Teleport: Ironforge on the return trip (step).
Mage reward:Prehistoric Prism[31] - Healer's Staff, +22 spell damage, +12 Stamina and 5 mana per 5 seconds. Your best staff before 30 (step). In Frost, Icicle Rod hits nearly as hard (+18 plus +10 Frost), but this staff adds health and mana regeneration.
Follow the road east from the harbor to Rethiel the Greenwarden near the Green Belt, then south. Wowhead places the Excavation Site: Wetlands entrance at , with the meeting stone at .
Stockade turn-ins are spread across Lakeshire, Darkshire and Dun Modr. Plan flights ahead.
¤ Shopping and useful stuff
Before the Stockade, conjure water for everyone and stock up on Rune of Teleportation; this chapter has lots of travel. Prisoners are humanoids, so Polymorph works.
In Ironforge after the excavation? Fly back to Menethil Harbor first. Form a group in the Wetlands and head to Dun Modr's southern entrance; do not push straight onto Thandol Span.
Use Teleport: Stormwind straight from Dun Modr, then fly to Lakeshire with Dungar Longdrink . Two more Stockade quests await in Lakeshire and Darkshire.
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
Sheep an extra prisoner and AoE after the tank. The letter from the Deadmines is not required here.
Fly to Lakeshire and Darkshire for turn-ins. Then use Teleport: Ironforge and fly to Menethil Harbor with Gryth Thurden ; the final turn-in is in Dun Modr.
Take Hardened Root Staff, +20 spell power and +9 Spirit. Slightly better than Icicle Rod for Fire and Arcane; Frost prefers Icicle Rod's +18 spell power plus +10 Frost damage.
Conjure Mana Agate gives 375-425 mana in combat. Conjure it before entering the tower or taking a tough fight. Took Ice Lance? Learn Ice Lance (Rank 2) for 30 too. Missed level 26 spells? Get those as well (list). High Sorcerer Andromath[26] is just a conversation; turn it in at Stormwind.
Before the tower, conjure a Mana Agate (Conjure Mana Agate) and water. You need mana on every floor, and there is little safe space to drink between gnolls.
➜
➜≈ 450 yards northeast · ~1 min on foot
Stormwind, Dungar Longdrink : fly to Lakeshire. Follow the road east to the Tower of Ilgalar .
Save your hearth: it is still set to Menethil Harbor. Teleport back from the tower.
Shadowhide gnolls and level 24-26 Servant of Ilgalar patrol the tower and its surroundings. At 29, they take only a few bolts, but are closely packed. Clear one floor at a time and avoid double pulls. Servant of Ilgalar are demons and immune to Polymorph; the gnolls can be sheeped. Questie places Morganth nearby, a level 26-27 elite humanoid. Avoid him; if you aggro him, use Polymorph, grab the book and teleport out.
Pristine Spider Silk[26] needs 8 Pristine Spider Silk from spiders in western Duskwood. The silk only drops while the quest is active, so do the book first, then the spiders. Fly to Darkshire next (step).
Class
lvl 29-30
Duskwood: unfinished business
The final loop: worgen, spiders for your class quest, ogres and Raven Hill. Back to Stormwind at 30.
Vul'Gol ogres travel in pairs and hit hard. Sheep one, use Cone of Cold on the other and cast bolts while kiting. A Mana Agate (Conjure Mana Agate) keeps you from running dry halfway through.
Silk only drops with the quest in your log. A few short? Kill more spiders near the cemetery when you return for ghouls (step). These spiders are level 20-26, just a bolt or two at 29.
⚔︎Questing loop: “Ogre Thieves”, “Look to the Stars” and “Merrick's Bow”
◎
Do Vul'Gol Ogre Mound in one visit: warriors and enforcers, the leader's monocle and the hermit's crate - Ogre Thieves[30] and Look to the Stars[30] and Merrick's Bow[28].
Drops from:Ogre's Monocle - Zzarc' Vul
Bring a partner for the tough named ogre. Skipped the family chain? Only do the quests in your log.
↩Head back: turn in 5 quests and pick up 4 new ones
Take Ring of Forlorn Spirits, +8 spell power and +2 Stamina. Mages cannot use the one-handed axe.
⚔︎Questing loop: “Bride of the Embalmer”
◎
Find Eliza's grave in the western cemetery. Start the event only once your group is ready. Defeat Eliza and loot her heart - Bride of the Embalmer[30].
Expect additional undead. Agree beforehand who tanks the boss and who handles the adds.
Blink from 20 helps escape stuns and roots. Escape Artist breaks roots and slows, but not stuns: choose the button that matches the control effect and watch your escape route.
➜
Use Teleport: Stormwind from Darkshire; leave your hearth there. Coming from Eliza? You are already in town.
⌂Turn in 2 quests, pick up 1 new one and visit your trainer
Astral Knot Robe: +6 Stamina, Intellect and Spirit, for better mana recovery between fights. Astral Knot Blouse: +6 Stamina and +9 Intellect, for more mana and crit in combat. The difference is small; both beat Manaweave Robe.
The 1-30 route is complete. Jennea Cannon offers Journey to the Marsh at 30, starting a wand chain with level 38-40 quests in Dustwallow Marsh, Thousand Needles and Scarlet Monastery. Pick it up when heading that way.
Teleport: Darnassus also unlocks at 30, but you must visit Darnassus to learn it. Respec at a Mage trainer in any capital. Keep saving: riding training at 40 costs 100 gold.
Class
✧
Mage: spells, water, control, teleports
What to train and where, how to fight, how to drink less and what's different in Forever - up to level 30
Forever changes: since October 15, wands require you to stand still for 0.5 seconds before firing. Base spell damage is lower (Fireball by 20-33%, Frostbolt from Rank 2 by up to 17%), while gear gives more spell power and spells scale better with it. Frost Nova hits harder, Arcane Intellect lasts an hour, and Cone of Cold slows by 40% for 6 seconds (previously 50% for 8). New level 20 talents: Ice Lance and Arcane Blast. Ice Block is at 25; Cold Snap at 30 with a 10-minute cooldown. Trainers offer new Frost Blast at 24. Lower ranks scale less with spell power; use current ranks. Since November 2, only Blizzard keeps the proc penalty: a rank 12 or more levels below yours triggers Clearcasting, Frostbite and Fingers of Frost less often. Wands have gained no damage from spell power since September 24. Mages also get the new minor skill Comprehension, covered below.
Before 20, open with Frostbolt from range and cast again while the mob closes. When it reaches you, Frost Nova from 10 lets you move more than 10 yards away and resume casting. Finish with the wand when possible. Fire Blast is quick, but resets the 5-second mana regeneration delay. Sheep an add with Polymorph from 8. At 20, the Frost setup adds Ice Lance after Frost Nova. Keep Frost Armor and Arcane Intellect up, including after a death.
Gnome trainers.Marryk Nurribit in Anvilmar teaches the first ranks; Magis Sparkmantle in Kharanos is a full trainer. In Ironforge, visit Bink ; in Stormwind, Jennea Cannon . There are no trainers in Loch Modan, Westfall, Redridge Mountains, Duskwood or Wetlands. After 20, combine training with teleports and city turn-ins.
Costs come from Wowhead Forever's beta Mage page. Buying everything through 20, including Teleport: Stormwind, costs about 3.7 gold. Levels 22-30 add about 15 gold, including 5.6 at 30 (6.4 with a talent rank). Postpone optional spells to save a few gold. Keep saving: riding training at 40 costs 100 gold, with the first mount free.
Three schools for leveling
Almost the same until 20 - the difference starts at 20
Frost is the common beta recommendation. Frostbolt slows, Frost Nova roots, and Ice Lance adds much stronger hits against frozen targets from 20. I'd use it to leave more room for mistakes while solo.
Fire - more damage per hit, but expensive on mana and with almost no control: for a slow you still have Frostbolt. Pyroblast (the level 20 talent) opens a fight from range.
Arcane - +25% wand damage and Clearcasting, with Arcane Blast from 20. You drink less, but mobs reach you more often. The Gnome route's first quest wand comes at 15 (Spark of the People's Militia); earlier, get Lesser Magic Wand from an enchanter. The build takes longer to come together without one.
Level-by-level builds are in the Leveling talents section. Route tips that depend on your tree are marked.
Gnome Mage racialsbeta data
Expansive Mind: +5% maximum mana, not a bonus to Intellect or regeneration speed.
Eureka! gives 8 seconds of damaging abilities costing 10% less mana and dealing 10% more damage. Its cooldown is 2 minutes. This Mage version includes normal Frostbolt and Fireball casts.
Escape Artist: instantly removes roots and slows, then protects against them for 3 seconds; 2-minute cooldown. It does not remove stuns or fear.
Engineering Specialization: reduces the chance of Engineering devices malfunctioning or backfiring by 20%; it does not lower skill requirements.
Making your own water and food
A mage's biggest saving
Conjure Water from level 4, Conjure Food from 6. Water ranks come at 4, 10, 20 and 30; food at 6, 12, 22 and 32. Learn a new rank the same day: higher-rank water restores noticeably more.
According to the Forever tooltips, conjured water restores as much as vendor water of the same level: 145, 420, 803 and 1293 mana (ranks 1-4).
Beta reports disagree about the amount conjured per cast: the tooltip says 20, while one level 30 tester reported 2. Check in game and conjure extra while waiting for transport or respawns.
Conjured items disappear if you log out for more than 15 minutes. You can't sell them - only trade them directly.
Well Fed: cooked food gives +5% experience from kills for 15 minutes, while conjured food doesn't, according to Icy Veins. Keep some cooked food in reserve.
Mana: how to drink less
The main complaint of mages on the beta
The five-second rule: after you spend mana, Spirit-based regeneration waits 5 seconds. So finish mobs with your wand, not a spell.
Cast your highest ranks. In Forever low ranks scale worse with spell power and trigger Frostbite and Clearcasting less often - the Classic habit of “rank 1 for the slow” doesn't work here.
Start a fight at 70-80% mana instead of waiting for full: mana regenerates on the move too. Drink when you're below a third.
Evocation (from 20, 8-minute cooldown) replaces drinking when a tough fight leaves you with zero mana. Conjure Mana Agate (from 28) is mana in the middle of a fight - conjure it in advance.
Polymorph (from 8) only works on beasts and humanoids. A second mob runs up? Sheep it, finish the first one, then the second. A sheep heals quickly - leave it alone until you're ready.
Any damage wakes the sheep: don't AoE next to it. Rank 2 (from 20) lasts 30 seconds instead of 20.
Frost Nova (from 10, 25-second cooldown) freezes everything around you for 8 seconds. Move more than 10 yards away and then attack; damage can break the freeze early.
Casters keep casting while rooted by Frost Nova: kobold geomancers in Elwynn's mines, Defias mages and Pillagers, and gnoll Mystics in Redridge. Kill them first or break line of sight to bring them close. From 24, use Counterspell.
Use Blink from 20 to break stuns or roots. Escape Artist handles roots and slows, but won't remove a stun. Check the debuff before choosing the button, and look where you're about to land.
Mana Shield (from 20) costs 2 mana per point of damage absorbed - it's for emergencies, not for every mob.
AoE: when and how
From 20, best in the “Frost: Blizzard AoE” build
Before 20, solo AoE is rare: Arcane Explosion (from 14) only hits up close and is expensive. It's good against three or more weak mobs that Frost Nova is already holding.
The trick from 20: gather two or three melee mobs, Frost Nova, move 10-15 yards away and cast Blizzard on them. When they reach you - Frost Nova again or Cone of Cold (from 26), step back and cast it again.
In Forever mage AoE was deliberately weakened against farming: Improved Blizzard slows by 40% at most, Cone of Cold by 40% for 6 seconds. Start with two or three mobs, not ten.
Pick melee mobs without ranged attacks or calls for help. Avoid casters, archers and mobs that run to bring friends.
Stop if you spend more time waiting for respawns than fighting, or if for the second time in an hour only Ice Block saved you.
Wands
Finishing mobs without mana
A wand (Shoot) costs no mana and doesn't stop mana regeneration - that's what you finish mobs with. In Frost it saves mana, and in Arcane, with the Wand Specialization talent, it's half your damage.
Levels 5-15: Lesser Magic Wand - 11.3 DPS, Enchanting 10. Check the Auction House or an enchanter friend. The Gnome route has no quest wand before 15.
For the 20-30 route, teleport to Stormwind from Duskwood or Redridge (24, tower, 30) and to Ironforge from the Wetlands (26, 28). Keep your hearth at Darkshire or Menethil Harbor for quest turn-ins. Learn Stormwind at 20 (step) and Ironforge on the way to the Wetlands (step).
Group portals unlock at 40. Teleport: Darnassus comes at 30, but you must learn it in Darnassus, outside this route.
Slow Fall from 12 consumes Light Feather. Birds drop feathers, including Westfall vultures and Redridge condors. The Forever database lists none at reagent vendors. Train it when you have feathers.
Cloth, weapons and stats
What to wear and what matters
Gnome Mages start with Staves and Wands and wear cloth. Train Daggers with Bixi Wobblebonk in Ironforge or Woo Ping in Stormwind; Swords with Woo Ping . You only need these skills when switching to a one-handed weapon and off-hand.
What matters: spell power, then Intellect, then Stamina, then Spirit. Before 15 there's almost no gear with spell power - that's why Tailoring helps so much. A mage doesn't need Agility or Strength.
Levels 10-12: Speak with Bink[10] → Mage-tastic Gizmonitor[10], Kharanos → Bink in Ironforge → the Gizmonitor outside Gnomeregan (start). Choose Arcane Staff or the off-hand Arcane Orb. This is an alternative to the Mirror Lake chain; you do not need both.
30: Journey to the Marsh starts the wand chain, with level 38-40 quests in Dustwallow Marsh, Thousand Needles and Scarlet Monastery. Save it for after this 1-30 route (step).
Comprehension: mage scrollsfrom players
A new minor Mage skill: scrolls drop from mobs around the world, and you decipher them. Learn Comprehend Scroll free from your trainer's recipes tab from level 6; the button is in the General tab of your spellbook.
Blizzard hasn't listed all the deciphering results. Beta reports mention temporary weapon buffs, damage consumables, and a rare key for a battlemage sword. Those outcomes may change, so don't build your leveling plan around one.
Study from 6: library research, consumes Light Feather, one-hour cooldown. Stormwind's library is near the Wizard's Sanctum. Its leveling value is still unclear; try it in game if you have a feather.
Scrolls can no longer be read while moving. Warcraft Tavern reports that a failed decipher can turn you into a sheep; read in a safe spot.
First Aid
Health without mana
A bandage heals without mana and doesn't interrupt mana regeneration: bandage up after a tough fight and keep all your mana for the next mob.
Learn First Aid from Thamner Pol in Kharanos, then Nissa Firestone in Ironforge. Keep your last 10 Linen Cloth until Gathering Materials[15] is handed in. Turning it all into bandages creates another shopping trip.
How not to die
Combos that save you
A third mob with no way out is the main cause of mage deaths. If Frost Nova (and from 20 also Blink) is on cooldown, don't pull the next one.
Always keep Frost Armor on: a mob that hits you gets slowed. It drops when you die - put it back on, along with Arcane Intellect.
Under PvP rules, contested zones are more dangerous: Polymorph and Frost Nova help you disengage. Escape Artist breaks roots and slows, but not stuns.
Before a tough mob - full mana, buffs up and Frost Nova ready. If it goes wrong - Polymorph on one and run to the guards.
✧
Wands, staves and cloth to 30
Quest rewards and useful purchases by level
Mages only wear cloth. For casting, compare spell power first, then Intellect. Stamina gives room for mistakes; Spirit helps recover mana between fights. Compare wands separately by DPS: spell power does not increase their damage. Vendor prices are estimates and stock comes from game data; check availability in the vendor window.
Huge Brown Sack (≈ 10): Wetlands and Duskwood quests give you two 10-slot bags.
⚒︎
Professions and camping
What to take, where to learn it and what to collect - up to level 30
I'd take Tailoring with Enchanting for cloth gear and a crafted wand. Mining with Skinning is simpler if you want gold and an AH wand instead. Add Cooking and First Aid without using either main slot. The Ironforge visit covers the trainers.
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
Make your own water from 4 and food from 6; after those levels, you do not need to buy ordinary food and drink. A small stack of cooked food with an XP bonus is a separate optional purchase.
Training through 20 is estimated at about 3.7g including a teleport; level 30 training costs about 5.6g if you learn everything. Prioritize the ranks your build needs, and save Rune of Teleportation for teleports.
Do not buy an expensive wand just before a quest reward or crafted upgrade. Compare your gear and keep money for the next spell ranks.
☠︎
Dungeons: what to pick up in advance
Quests offered far from the entrance, and what a mage does in a group
Forever reduces dungeon mob XP, while dungeon quests are estimated to give 2-2.5 times the XP of ordinary quests. Go prepared: collect quests shortly before the run, since saving them for much later clogs your log. No group? Do not accept them. As a Mage, bring AoE, sheep and water for everyone.
Mage in a group: sheep, AoE, water
Agree which mob gets Polymorph, usually the moon mark. Polymorph works on beasts and humanoids, so undead, spirits, and elementals need another plan. Keep your AoE clear of the sheep because any damage breaks it.
Wait for the tank to gather the pack and hit it 2-3 times before starting AoE. Otherwise, the pack can turn straight onto you. Arcane Explosion from 14 and Blizzard from 20 handle much of your dungeon damage.
In a group, use Frost Nova only as a last resort: frozen mobs hit whoever is closest, and that's often the healer.
A mob comes for you? Run toward the tank so they can pick it up, rather than away. Frost Channeling (Frost) and Burning Soul (Fire) reduce your threat.
Remove Lesser Curse (from 18) removes curses from the group, Counterspell (from 24) interrupts mob heals and dangerous spells.
Before you go in - a stack of water for the whole group and Arcane Intellect on everyone. “Mage, water!” has been the number one request to mages since Classic: make it in advance, not in the middle of a fight.
For Mages: Deepblaze, best wand before 20, and Tomb Robber's Gloves, +2 Intellect. You cannot sheep the spirits or undead inside; focus on damage and water.
The quests' level 24 requirement does not mean they are soloable at 24. Mage reward: Healer's Staff for the relic, +22 spell damage and 5 mana per 5 seconds (step).
Based on beta build 1.60.1 as of October 21, 2026, with a level 30 cap: Wowhead Forever's database and tooltips, client 1.60.1, Blizzard's Mage preview and Questie. Things may change before the November 4 launch.
Gnome Mage in Foreverbeta data
The Gnome racial Eureka! boosts damaging abilities, including ordinary casts. For some other classes, Eureka! only affects instant abilities; do not apply their version's description to Mages.
Expansive Mind grants +5% maximum mana. Escape Artist instantly removes roots and slows and protects against them for 3 seconds.
Your Gnome class chain is Speak with Bink[10] → Mage-tastic Gizmonitor[10]; the level 15 and 26 robes are also available to Gnomes. Their quest order is built into the route.
Gnome Mage: starting area and class questsbeta data
Classic starting skills: Staves, Wands and Cloth, with Bent Staff and apprentice clothing. Woo Ping teaches Daggers and One-Handed Swords.
Early trainers are Marryk Nurribit in the valley and Magis Sparkmantle in Kharanos; in Ironforge, visit Bink . Later, the route visits both Stormwind and Goldshire: train where you are already going for quests.
What stayed the samebeta data
The old Elwynn, Westfall, Loch Modan and Redridge quests remain, with the same coordinates.
Mounts still unlock at 40: the first mount is free, training costs 100 gold. Hearthstone cooldown is one hour.
Unchanged for the mage: training levels, Polymorph, Blink, teleports from 20, and conjuring your own water and food.
Ice Block is the 16th Frost point at 25. Cold Snap is the 21st at 30, with a 10-minute cooldown. New trainer spell at 24: Frost Blast.
Aimed at farming and big AoE pulls, in Blizzard's own words: Cone of Cold slows by 40% for 6 seconds, Improved Blizzard by 40% at most. Low ranks trigger Frostbite and Clearcasting less often.
Base spell damage is lower, but spell power on gear hits noticeably harder - collect it. Since September 24, wands get no damage from spell power. The mage's new minor skill is Comprehension.
PvP and rulesetsofficial
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 on the 1-20 route: Elwynn, Westfall, Dun Morogh and Loch Modan. Redridge is contested from around 18, followed by Duskwood and the Wetlands.
Battlegrounds: Warsong Gulch from 10, Arathi Basin from 20, the new Darkspear Islands (15 vs 15) from 30. On the beta, according to testers, only the level 30 battleground is open.
For Mages, Frost Nova plus Ice Lance was the most discussed combo of the beta: testers asked for a nerf, and on November 2 the Lance got an 8-second cooldown shared with Fire Blast. Buffing a flagged player with Arcane Intellect flags you too, including 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.
Dungeon quests are estimated to give about 2-2.5 times the experience of normal ones.
There's no automatic dungeon finder - only the bulletin board, and meeting stones don't summon.
The Legacy system: account-wide bonuses unlock once your first character reaches 25.
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.
★
Tips and common mistakes
Where to train, the hearthstone, dangerous mobs, what not to forget
Kharanos - at 5: return after the western circuit and Gnomeregan. Sentinel Hill - at 12-13, Thelsamar - at 15-16, then Darkshire and the harbor as the route directs.
From 20, use Teleport: Stormwind for Stormwind and Teleport: Ironforge for Ironforge. Bind the hearth near your quest turn-ins, teleport out for training, and hearth back. Keep Rune of Teleportation stocked so the first half of that plan works.
For short distances - a death run. Almost free until level 10; from 11 - “Resurrection Sickness” and -25% durability.
Dangerous mobs
Elwynn: Hogger is a level 11 elite. Kobold geomancers in the mines cast from range.
Westfall: Moonbrook's Defias Pillagers cast Fire spells even while rooted. Defias often stand in groups of two or three.
Loch Modan: Silver Stream Mine kobolds are tightly packed. Excavation troggs move in groups; work around the edges.
Redridge: gnolls come in twos and threes; Mystics cast spells. Blackrock orcs across the bridge and in the east are above your level. Near the Tower of Ilgalar, Morganth is a level 27 elite.
Duskwood: cemetery undead cannot be sheeped. Vul'Gol ogres travel in pairs.
Wetlands: Dragonmaw orcs cast Fire spells; excavation raptors come in pairs. The road to Thandol Span has higher-level mobs.
Common mage mistakes
Looking for a Mage trainer in Westfall or Loch Modan? Neither has one. The nearest trainers are in Goldshire, Stormwind and Ironforge.
Didn't upgrade your water rank - you drink longer and more often. Learn new water and food ranks the same day.
Finishing mobs with a spell instead of your wand - your mana doesn't regenerate for an extra 5 seconds.
Frost Nova won't help against a caster: it keeps casting while rooted.
A third mob with no way out: Frost Nova is on cooldown, and you haven't learned Blink yet.
Breaking your own sheep with AoE, or trying to sheep undead, spirits or elementals.
The Classic habit of casting rank 1 just for the slow - Forever punishes it.
Using all your linen for bandages when Gathering Materials[15] needs 10, or visiting Loch Modan's crates without that quest active.