A Mage makes their own water, but the spell bill can still hurt. This Human 1-30 route covers the staff and robe quests, useful gear, and teleport stops as you cross Elwynn, Westfall, Loch Modan, Redridge, Duskwood, and the Wetlands. We'll also cover Ruthless and four builds using the October 15 trees. I'd start with Frost. Dungeons are optional.
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.
The built-in Cooldown Manager shows Fingers of Frost, Clearcasting, and Missile Barrage procs. Want a larger alert or a sound? Try ForeverAuras from the addon recommendations.
I'd use a threat meter for dungeon AoE. You'll find options in the optional addons card. The built-in damage meter doesn't show threat, and Blizzard can send a pack straight at you if you start too early.
⏱︎
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
The 1-30 route, teleports and level requirements to plan around
The main route to 20: Northshire, Goldshire and eastern Elwynn, Stormwind, western Elwynn, Westfall, Stormwind, Ironforge and Loch Modan, Stormwind again, then Redridge. From 20-30: Stormwind for level 20 spells, Duskwood, a second Redridge loop, Duskwood and Stormwind, Ironforge and the Wetlands, Ironforge and Stormwind, the tower in Redridge, a final Duskwood loop, then Stormwind at 30. You can skip chapters marked Group or Optional and still finish the main chains.
Reach 15 before you fly from Westfall to Stormwind. That's when you can pick up Investigate the Blue Recluse[16] and Gathering Materials[15], ready to collect gems from the Loch Modan crates on your next leg. Short on experience? Finish some more Defias in Moonbrook. Missing the quest means another trip to the crates. We start the level 26 class chain at 28-29 (step), when the book and spider silk fit the route. Chapter levels are estimates, so check your actual level before leaving town.
Learn Teleport: Stormwind at 20 (step), then Teleport: Ironforge at 25-26 on the way to the Wetlands (step). Keep your hearth at the quest hub, such as Darkshire or Menethil Harbor. Teleport out for training and hearth back to your turn-ins. Each teleport uses Rune of Teleportation, so carry 3-5 runes.
✦
Leveling talents
Builds for 10-30: which one to pick and in what order to spend points
You get your first talent point at 10 and have 21 by 30. I'd pick Frost: Ice Lance for a first run. Icy Veins, Mobalytics, Method, wow.gg, and Zockify also favor Frost for beta leveling. Before 20, Frostbolt and a wand do much of the work in any build. Then the 11th point unlocks Ice Lance, Arcane Blast, or Pyroblast in three of these four builds. Expect further upgrades at 25 and 30. Human Ruthless adds 1% spell crit across the trees. City trainers handle respecs, including Jennea Cannon in Stormwind. With the launch cost starting at 1 gold, I'd choose before spending the points. Hover for talent tooltips or send the listed order to the calculator.
Frost: Ice Lancemain0 / 0 / 21A straightforward questing build. Slow a mob with Frostbolt, root it with Frost Nova, and hit the frozen target with Ice Lance. Icy Veins, Mobalytics, Method, and wow.gg use a similar core.
Take Improved Frostbolt 5/5 at 10-14 to cut half a second off Frostbolt. That gives you more casts before the mob arrives. 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 bring Frost crits from 150% to double damage.
Ice Lance arrives at 20. It's instant and deals +300% damage to frozen targets, and since November 2 it has an 8-second cooldown shared with Fire Blast. Mob reached you? Root it with Frost Nova, step back, and Lance while the freeze lasts. Shatter at 25-27 adds +50% crit chance against frozen targets. That's a high chance, not a guaranteed crit. At 30, Fingers of Frost lets chills proc a charge that makes your next spell treat its target as frozen.
Frost Channeling 3/3 at 21-23 cuts Frost mana costs by 15%. Frequent drinking is a regular beta complaint. Mana already comfortable? You can move those 3 points to Precision for +6% spell hit (Piercing Ice was removed on November 2).
Before 20, most of the benefit is a faster Frostbolt. For kiting whole packs, the Blizzard AoE build has better tools.
Frost: Blizzard AoEif you pull in packs0 / 0 / 21Gather two or three melee mobs and kite them through Blizzard. It's the familiar Classic AoE approach, also used by Zockify, with the weaker Forever slows taken into account.
In dungeons, put Blizzard over the pack the tank has gathered. The 30% threat reduction from Frost Channeling helps, but you still need to let the tank establish aggro.
Keep the pulls modest. Blizzard's slow caps at 40% in Forever, down from 65%, and Cone of Cold gives 40% for 6 seconds. You skip Ice Lance, so single mobs take longer. You also skip Frostbite deliberately. A random freeze leaves one mob behind and makes the pack harder to kite together.
First, Accelerant 5/5 makes Fireball 0.5 seconds faster. Fire crits start a burn through Ignite at 15-19. At 21-22, Improved Fire Blast brings Fire Blast to a 6-second cooldown with 15 extra yards of range. Human Ruthless adds 1% crit, so you get a few more burns. Take Pyroblast at 20 for your opener. At 25, Heating Up makes crits shorten the next Pyroblast cast. Master of Elements at 26-28 refunds 30% of the cost when you crit. At 30, learn Blast Wave for an AoE hit and slow.
The catch is mana. Beta players have complained about running dry after 11 Fireballs, and the spell's base damage was cut by 20-33% in Forever. You'll still use Frostbolt and Cone of Cold for slows. Solo pulls leave less room for mistakes than Frost.
Switch to Frostbolt for fire elementals. Fire spells do very little to them.
Arcane: Arcane Blast and wandif you hate drinking21 / 0 / 0Improve the wand with your first talents, build Clearcasting from 15, and get free Missiles from 21. Arcane Blast joins the kit at 20, followed by Arcane Wrath at 25.
Wand Specialization 2/2 at 10-11 adds 25% wand damage. You'll lean on that wand heavily at 10-20. Arcane Concentration brings a 10% chance to proc Clearcasting and make your next spell free.
Take Missile Barrage 2/2 at 21-22: since November 2 it sits in row 2. When it procs, Arcane Missiles casts faster and costs no mana. You learn Arcane Blast at 20. I wouldn't chain expensive Blasts; switch to the free Missiles on a proc. Arcane Wrath arrives at 25, then Arcane Meditation at 26-28 keeps 50% of your mana regeneration running while you cast. At 30, Presence of Mind gives you an instant cast.
You don't get the Frost build's freeze talents, so expect more melee contact. Humans reach their first quest wand at 15 in Westfall (step). Before then, buy Lesser Magic Wand from an enchanter or the AH. Without a wand, this build is awkward. Beta players seem divided between finding it too repetitive and liking its dungeon play.
Short loops from the abbey; the new book chain continues into Elwynn.
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Northshire Abbey and the surrounding valley. Marshal McBride gives your first class quest, a letter; Mage trainer Khelden Bremen is inside the abbey. Combat is simple: Fireball from range, another while the mob runs toward you, then finish with your staff. Keep Frost Armor up: enemies hitting you get slowed. Your starting water lasts until 4, when you can conjure your own.
Don't forget in this section
Nibbled-On Book drops from the valley's kobolds and starts Nibbled-On Book[2], the book chain leading to Jasperlode Mine. Loot and use it immediately.
The book chain rewards a free profession manual: choose Mining for Dummies if you plan to mine ore.
Keep Linen Cloth from kobolds for bandages and Tailoring. Save 10 for your level 15 class quest Gathering Materials[15]. Nibbled-On Book starts the book chain; use it rather than selling it.
➶ Level faster
Before 4, Fireball is your only nuke: start from range and finish with your staff in melee. From 4, open with Frostbolt. Use your staff on nearly dead mobs: mana regeneration pauses for 5 seconds after spending mana on a spell.
You can now make your own water. Conjure a couple of stacks and stop buying drinks. Open with Frostbolt: the slowed mob takes longer to reach you, giving you time for another bolt.
Take a gathering manual only if you want to gather for gold: Mining for Dummies for Mining or Pelt Collecting for Beginners for Skinning. Our Mage recommendation is Tailoring and Enchanting; neither needs these manuals.
Petals for An Enticing Offer[7] grow by the Stonefield Farm and Maclure Vineyards, not by the lake.
¤ Shopping and useful stuff
Innkeeper Farley : bind your Hearthstone in Goldshire (step). Skip vendor food and water: Conjure Water at 4, Conjure Food at 6. Keep a couple of stacks of cooked food for the +5% XP buff.
Kurran Steele : game data lists knitted cloth from level 5, such as Knitted Tunic for ≈ 3. It only gives armor, no stats. Buy it only for a completely empty slot.
Wand from 5:Lesser Magic Wand, 11.3 DPS, crafted at Enchanting 10. The materials cost a few silver. Check Stormwind's AH or ask in chat. A wand finishes mobs without mana; in Arcane, it supplies a large share of your damage.
◈ Loot along the way
Keep boar meat for Cooking. Cooked food gives +5% kill XP in Forever; conjured food does not. Sell gray items at the inn.
➶ Level faster
Kobolds are packed tightly in Fargodeep Mine, and Polymorph only comes at 8. Pull one at a time toward the exit; do not push deeper at half mana. From 6, Fire Blast is an instant finisher when a mob reaches melee.
⌂Turn in 4 quests, pick up 6 new ones and visit your trainer
Zaldimar Wefhellt trains all the way to 60 and gives your class quest at 10. Still 5? Return after the mine when handing in the dust and candles (step). Get level 8 spells on your way back from eastern Elwynn (step). Study and Research are new Forever library spells; you do not need them for leveling.
Zaldimar Wefhellt : level 8 and 10 training in Goldshire (step, step). Level 10 spells cost 4 each; keep around 15 silver spare.
◈ Loot along the way
Keep the books for Rare Books[7] until you return to Northshire. Make bag space by selling grays, not quest items. Save 10 Linen Cloth for level 15.
➶ Level faster
The island mages at Stone Cairn Lake and the kobold geomancers in Jasperlode Mine cast from range. Duck behind a corner or tree to make them come to you, without pulling an extra mob.
If taking Tailoring, learn it from Eldrin at the logging camp.
Humanoids supply the cloth as you quest, and Tailoring makes your first spell-power gear. We recommend Enchanting as your second profession; learn it in Stormwind (step).
⚔︎Questing loop: “A Bundle of Trouble”, “Protect the Frontier”, “Find the Lost Guards” and “Discover Rolf's Fate”
◎
Work around the logging camp and woods to the north: logs, wolves and bears. Stay on this side of the bridge to Redridge - A Bundle of Trouble[9] and Protect the Frontier[10].
Polymorph makes double pulls manageable: sheep one, kill the other, then deal with the sheep. It only works on beasts and humanoids. Arcane needs Arcane Missiles; Frost can skip it.
Class
➜
Check that you have both books for Rare Books[7], then return to Northshire Abbey.
+2 Intellect, +4 spell power and 6.4 DPS: your best staff until 20 outside dungeons. Mages start with Staves, so equip it immediately. The sword and dagger rewards would need weapon training, and Mages cannot use bows.
Frost Nova is your key spell before 20: it roots nearby enemies for 8 seconds. When a mob reaches you, freeze it, move 10 yards away and resume casting. Check that the books are turned in before heading to Stormwind.
Class
lvl 10-11
Stormwind: Mage Quarter
Your level 10 class quest, Enchanting and first flight path.
Jennea's Flask is your quest flask for the lake. Keep it. Leave your Hearthstone in Goldshire to return from Stormwind to the road toward Westbrook Garrison (step).
➜
next - Stormwind City
Follow the main road north from Goldshire to Stormwind. Dungar Longdrink : unlock the flight path. Continue through the Trade District to the Mage Quarter in the west.
Soloing Hogger: start at full mana and max range with Frostbolt, then cast another while he runs toward you. When he reaches you, Frost Nova, move 10 yards away and resume casting. Bring a partner unless you are at least two levels higher: he hits hard and causes spell pushback.
⌂
Hearth to Goldshire and follow the road west to Westbrook Garrison.
Approach from the water below, not the cliff above the waterfall. Turn in the sample at 14-15 when you fly back from Westfall (step). The reward is weaker than your book-quest staff, so there is no rush.
Class
↩Head back: turn in 1 quest and pick up 2 new ones
+2 Intellect and +2 spell power: your best chest until Manaweave Robe. Hogger is a level 11 elite. Solo him only with a level advantage (see Level Faster).
Get Rank 2 food. Fire needs Fireball; Dampen Magic and Slow Fall can wait. Slow Fall consumes Light Feather, dropped by birds such as Westfall vultures and Redridge condors. The Forever database lists no feathers at reagent vendors.
Class
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].
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.
Choose a reward. Ley Staff: +1 Intellect, +1 Spirit and +2 spell power; your existing Apprentice's Spellstaff has +2 Intellect and +4 spell power. Ley Orb is an off-hand that restores 80-240 mana every 30 minutes, but needs a one-handed weapon. Human Mages must train Daggers or Swords first (Woo Ping ). Using a staff? Take Ley Staff to vendor; your book-quest staff is better.
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.
Leave Ironforge and follow the road east through Dun Morogh's South Gate. Planning the Hall of Thanes later? Get the map on the way: Dark Iron spies (9-10) at Ironband's Compound drop the quest-starting map; turn it in to Earthseer Farsen (step, step). Pick up local quests in the Valley of Kings first.
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.
lvl 16-18
Group: The Hall of Thanes
Optional new dungeon beneath Old Ironforge, convenient during the Loch Modan visit.
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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.
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
On PvP rulesets, Redridge is contested territory, so expect your first Horde encounters here. Polymorph works on players too. Will to Survive removes a Rogue's stun if they open from stealth.
⌂Turn in 8 quests, pick up 15 new ones and visit your trainer
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
On PvP rulesets, Duskwood is contested. Horde usually arrive from Stranglethorn along the southern road. If a Rogue opens from stealth, Will to Survive breaks the stun; follow with Frost Nova and Blink.
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.
0 of 12
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.
The Darkspear Islands (15v15) open at 30. As Frost, start with Frost Nova, back away and use Ice Lance if talented. Against Rogues, use Will to Survive and Blink.
➜
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[38] 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 and trigger effects less often; use current ranks. Wands have gained no damage from spell power since September 24. Mages also get the new minor skill Comprehension, covered below.
Before 20, open from range with Frostbolt and cast again while the slowed mob approaches. If it reaches you, use Frost Nova (from 10), move more than 10 yards away, and resume casting. A wand is the cheap finisher. Fire Blast can finish quickly too, but spending mana restarts the 5-second regeneration delay. Sheep an add with Polymorph from 8. At 20, the Frost build adds Ice Lance after Frost Nova. Keep Frost Armor and Arcane Intellect up, and put both back on after a death.
Human trainers. Levels 1-6: Khelden Bremen in Northshire Abbey (step). From 6: Zaldimar Wefhellt at Goldshire's inn, a full trainer you can use throughout (6, 8, 10, 12, 18). In Stormwind's Mage Quarter: Jennea Cannon and Elsharin (14). In Ironforge: Bink , Dink and Juli Stormkettle (16). From 20-30, teleport to Stormwind (20, 22-24, 30) or Ironforge (26, 28). Westfall, Loch Modan, Redridge, Duskwood and the Wetlands have no Mage trainers; combine training with 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 usual beta leveling recommendation. Use Frostbolt to slow and Frost Nova to root, then add Ice Lance against frozen targets from 20. I'd choose it for the safer solo pulls.
Fire gives you bigger individual hits, with a heavier mana bill and fewer ways to hold mobs off. Keep Frostbolt available for its slow. The level 20 talent Pyroblast is your long-range opener.
Arcane starts with +25% wand damage and Clearcasting, then gets Arcane Blast at 20. You'll drink less, though mobs reach melee more often. Humans get Spark of the People's Militia from a quest at 15. Until then, an enchanter can make Lesser Magic Wand. Get the wand before committing to this setup.
Level-by-level builds are in the Leveling talents section. Route tips that depend on your tree are marked.
Human Mage racialsbeta data
Ruthless adds +1% crit to attacks and spells, reduced from 2% on October 26. It replaces the old Human Sword and Mace bonuses. All specs benefit, and Fire gets a few more chances to trigger its crit talents.
The Human Spirit now adds +10% Spirit, up from 5% on October 26. You'll get more mana back between casts without having another button to press.
Use Will to Survive to break a stun, then create space with Frost Nova or Blink. The racial has a 3-minute cooldown. It's handy against both stunning mobs and PvP Rogues.
Perception: improves stealth detection for 20 seconds, 3-minute cooldown. Mainly useful in PvP against Rogues and prowling Druids.
Unlike Human Priests, Human Mages have no race-specific class spell. Based on client 1.60.1 and Forever tooltips.
Making your own water and food
A mage's biggest saving
Learn Conjure Water at 4 and Conjure Food at 6. Water ranks follow at 4, 10, 20, and 30, with food at 6, 12, 22, and 32. Don't put the upgrades off. Old water means longer drink stops.
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).
Conjure a supply while waiting for a boat or respawn. The tooltip lists 20 items a cast, but a level 30 beta report described getting 2. Check what your current rank produces before heading out.
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.
Spend less mana
The main complaint of mages on the beta
Full Spirit regeneration resumes 5 seconds after you spend mana. Finishing with the wand lets that timer run while you're still dealing damage.
Use current spell ranks. Lower ranks get worse spell-power scaling and fewer Frostbite and Clearcasting procs in Forever. The old rank-one slow trick has a cost 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 works on beasts and humanoids from 8. Sheep the add, finish your first target, then come back to it. Leave the sheep alone until you're ready, because it regains health quickly.
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.
A root won't stop a caster. Kobold geomancers, Defias mages and Pillagers, and Redridge gnoll Mystics can keep casting through Frost Nova. Prioritize them or duck out of line of sight to make them move. Add Counterspell at 24.
Blink from 20 removes stuns and roots; Will to Survive breaks a stun at any level. Check your landing spot: blinking into another pack or off a cliff is a familiar Mage mistake.
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.
Choose melee mobs that don't shoot or call for help. Casters, archers, and runners make a small AoE pull much harder to control.
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.
5-15: Lesser Magic Wand, 11.3 DPS, Enchanting 10. Buy at the AH or ask an enchanter friend. Humans have 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
Human Mages start with Staves, Wands and Cloth. Woo Ping in Stormwind teaches Daggers and One-Handed Swords, only needed if switching to a one-hander and off-hand. You start with Bent Staff and apprentice clothing.
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.
30: Journey to the Marsh[38] 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).
Read the scrollsfrom players
A new Mage minor skill: decipher scrolls dropped by mobs worldwide. Learn Comprehend Scroll free from a trainer's recipes tab at 6 (step). The button appears in your spellbook's General tab.
Blizzard hasn't listed all the outcomes. Beta reports mention temporary weapon buffs, damage consumables, and a rare key for a battlemage sword. Treat those as possibilities while the system changes.
Study becomes available at 6 for library research. It uses Light Feather and has a one-hour cooldown. Stormwind's library is near the Wizard's Sanctum. I'm not sure it's worth a separate leveling detour, but you can try it when you're there with 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.
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.
Pull casters around a corner. Against melee, use Frost Nova and move away. Stunned? Will to Survive.
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 and Enchanting, with Cooking and First Aid alongside them. Tailoring turns cloth drops into spell-power gear, which is scarce before 15. Enchanting supplies Lesser Magic Wand at skill 10 and Greater Magic Wand at 70, and lets you disenchant spare crafts. Learn Tailoring at Eastvale Logging Camp at 8-9 (step), then Enchanting in Stormwind at 10 (step). Already have an enchanter making your wands? Herbalism with Skinning or Mining is a reasonable way to build some gold instead.
Greater Magic Wand: Enchanting 70, essences and Simple Wood. The materials cost about 15 silver - skill is the only thing holding you back.
Jessara Cordell in Stormwind's Trade District sells enchanting supplies. New in Forever: game data lists Lesser Magic Essence and Strange Dust at enchanting vendors. Check in game whether beta vendors actually stock them.
The wand binds when equipped: a friend can make it and pass it to you - it only binds once you put it on.
Useful for Mages: Tailoring's faction flag buffs Spirit; First Aid's kit buffs Stamina. Item names may differ in the client.
Sit by any campfire for a minute, even someone else's - you get a buff for an hour.
Cooking and First Aid
In Forever, cooked food also gives +5% kill XP (Well Fed XP Boost, 15 minutes). Conjured food does not, so Cooking still helps even though you make your own food.
First Aid: a bandage heals without mana. Linen Bandage from linen, from skill 40 - Heavy Linen Bandage, then wool ones. In Forever, First Aid also makes healing potions.
Comprehension isn't a professionfrom players
Comprehension is a Mage minor skill and doesn't seem to use a main profession slot. Comprehend Scroll lets you decipher scroll drops yourself. The Mage section covers it in more detail.
What to collect
Cloth: humanoids drop Linen Cloth at 1-20 and Wool Cloth at 20-30. Use for Tailoring and bandages; auction the surplus. Keep 10 linen in your bags from 15 until 17-18 for Gathering Materials[15].
Meat goes into Cooking; sell gray items to a vendor at every stop.
Money
A mage doesn't spend a single coin on water and food - that saves a couple of silver per level early on and up to a gold by 30.
Training is expensive: around 3.7 gold through 20 including the teleport, and around 5.6 gold at 30 alone. Each teleport also costs ≈ 10 in runes. Do not buy every spell; see Mage for what can wait.
Don't buy a vendor wand if a better quest or crafted one is 1-2 levels away. Aim for about 10 gold in reserve by 30, then keep saving: riding costs 100 gold at 40.
☠︎
Dungeons: what to pick up in advance
Quests offered far from the entrance, and what a mage does in a group
Dungeon mob experience is reduced in Forever, while dungeon quests are estimated at 2-2.5 times ordinary quest XP. Pick the quests up shortly before the run so they don't crowd out your leveling log. No group yet? Leave them for later. Bring water for the party and be ready to sheep a target or AoE a gathered pack.
Sheep, damage, water
Agree on a Polymorph target with the tank. Moon usually means sheep, but check first. Polymorph works on beasts and humanoids, so undead, spirits, and elementals need another plan. Keep damage away from the sheep. A stray AoE breaks it.
Let the tank gather the pack and land 2-3 hits before you start AoE. Otherwise, you're volunteering to tank it. 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.
Got aggro? Move toward the tank so they can take the mob back. Running away makes their job harder. Frost Channeling in Frost and Burning Soul in Fire help reduce 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.
Human Mage: starting skills 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.
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.
These nerfs target farming and large AoE pulls, according to Blizzard: 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.
Human racial abilitiesbeta data
Ruthless: +1% critical strike chance for all spells and attacks, replacing the old Sword and Mace bonuses. The Human Spirit: +10% Spirit. Will to Survive: removes a stun, 3-minute cooldown. Perception: better stealth detection for 20 seconds, 3-minute cooldown. These reflect October 26: crit reduced from 2% to 1%, Spirit increased from 5% to 10%.
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, 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.
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
Until 5: the abbey. Around 5-6: Goldshire (step), for the return from Stormwind toward the logging camp (step). Around 13: Sentinel Hill (step). Around 15: Thelsamar (step), to hearth back from the excavation site (step).
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.
Upgrade food and water as soon as you can. Drinking an old rank takes longer and brings the next drink stop sooner.
Finishing mobs with a spell instead of your wand - your mana doesn't regenerate for an extra 5 seconds.
Frost Nova roots the caster, but it can still cast. You'll need another way to stop the spell.
Don't add a third mob with Frost Nova on cooldown and no escape ready. Before learning Blink, you're especially short on ways out.
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.
Check for Rune of Teleportation before leaving town. A teleport button with no rune behind it won't take you anywhere.
Using your hearth to reach a trainer when you can teleport from 20. Save the hearth to return from the field to your quest hub.
Killing Duskwood spiders before handing in the book. Silk only drops with Pristine Spider Silk[26] in your log.
Waiting until 29 to train level 26 spells: that leaves Frostbolt, your main Frost nuke, three levels behind.
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