Your demons do much of the fighting, but you'll need to keep their spells current. This Human route takes you from the Imp at 4 through the Voidwalker at 10-12, then across Westfall, Loch Modan, Redridge, Duskwood, and the Wetlands at 20-30. We'll cover grimoires, wands, cloth upgrades, and using Life Tap without getting yourself killed. The Succubus and Felhunter trips are optional.
Updated November 4, 2026 for Blizzard's November 2 changes: Drain Soul gives shards from ticks much less often, and demons get less health from your Stamina. Talent orders stayed the same.
!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 warlocks
Soul Shards Forever - Soul Shards don't stack in Forever, and this addon keeps them in order: it shows your shard count on the bag button, moves them into your soul bag and deletes the extras above your limit with one key (not in combat). Set the limit with /ssf setmax 6, delete an extra one with /ssf delete or the macro /click SSFDelete. Forever only (file 1.60.1 from October 13).
Shard Grid - your shards in a grid, like in a bag, and an alert when you have fewer than five. From level 20 it helps with summoning: it collects “summon me” requests from chat into a list, tracks who has your soulstone and puts Minor Healthstone into the trade window. Settings - /shards. Forever file 1.60.1 from October 12, no dependencies.
⏱︎
How not to lose hours while leveling
Small things about your route, mobs, mana, and speed that add up to hours over a whole leveling run
Route
Running around eats roughly a third of all leveling time. So grab quests in bundles and finish them in one trip, with at least two or three objectives close together on the map.
Don't be afraid to drop a quest with a rare drop, an NPC who isn't there, or an objective on the far side of the zone. Leave escorts for the end of the loop, since they usually run through the same mobs the nearby quests need.
Heading to the next spot with full mana and health? Kill mobs on the way. You regenerate anyway, and a couple of extra mobs on every run adds up to hours by the end.
While a mob is dying, start walking to the next one. Finish off the last few percent with auto attacks or a wand instead of a big spell.
Which mobs
Green mobs die fast and are barely a threat, but in Forever they give 4-20% less XP than in Classic. Blizzard says that's intended. Look at XP per hour, not at the color.
Yellow and green mobs are a fine pick. Orange and red ones are almost always worse. There's no XP penalty, but you miss more, fights drag on, and your mana and health melt faster. The one exception is elite group quests, if you've got a group.
Supplies and timing
Always carry food and water, or you'll get stuck in the middle of a mob camp with empty bars. Addons that auto-sell gray items and auto-repair at a vendor save time too.
Use your Hearthstone and long-cooldown abilities on cooldown, not "for later." The perfect moment might never come.
Spirit is useful for everyone while leveling, because you spend less time sitting between fights. Got an item with Spirit that's a bit weaker on other stats? I'd keep it.
Build and trainer
Leveling talents aren't level 60 talents. While leveling, you're your own tank and healer, so defensive and recovery talents beat an extra percent of damage.
The Legacy perk "Thrill of Adventure" gives back up to 5% health and mana after you kill a mob that gives XP.
New ranks show up every 2 levels, but not every trip to the trainer is worth it. Check what you'll actually get, and don't fly to a capital for a rank that barely changes anything.
People
Buff someone who's passing by, and they'll probably return the favor.
Elite quests go faster with a partner, and on PvP servers it's a lot safer too.
DoTs
The free addon Does It Die shows whether the DoTs already ticking will finish the mob. If they will, a skull shows up on the target's portrait and you can move on to the next one. It's made for Forever, and the settings are under /did.
✦
Following the route
Main route 1-20: Northshire (Imp at 4), Goldshire and eastern Elwynn, Stormwind for your Voidwalker at 10-12, Westfall, Ironforge and Loch Modan, then Redridge. At 20-30: Stormwind training, Redridge, Duskwood, another Redridge and Duskwood loop, the Wetlands, a final Duskwood loop, then Stormwind at 30. Optional chapters cover camping, group dungeons, the Succubus and Incubus, and the Felhunter. You can skip them entirely without affecting the main route.
Watch your actual level before a class quest. The Voidwalker starts at 10, the Succubus and Incubus at 20, the hat quest at 25, and the Felhunter at 30. Still short? Finish green quests on the current loop or fight safe solo mobs. A chapter label doesn't guarantee you've earned enough experience.
At 20-30, keep your hearth in Darkshire for flights to Stormwind training and Lakeshire. In the Wetlands, bind in Menethil Harbor; at 30, return it to Darkshire. The route check stays within the quest-log limit, with no more than about 15 quests even when including dungeons.
Check Shopping and Supplies for nearby vendors and quest alternatives. Stock comes from game data and prices are estimates, so check before buying. I'd pay for training and Voidwalker grimoires first, then food and bags. Buy a wand when you need an upgrade. You don't have to clear the vendor's entire list.
✦
Leveling talents
Builds for 10-30: which one to pick and in what order to spend points
Your first point arrives at 10, with 21 to spend by 30. I'd start with Affliction: DoTs and wand, also recommended by Warcraft Tavern, Method, and Mobalytics. Demonology offers a sturdier demon, though its useful pieces take until roughly 25 to come together. Destruction makes more sense with a group. To respec, visit Demisette Cloyce in Stormwind or Briarthorn in Ironforge. With the launch price starting at 1 gold, choosing early saves an annoying expense. Talent tooltips and the calculator button let you check the order before spending.
Affliction: DoTs and wandmain21 / 0 / 0Send in the Voidwalker, apply your DoTs, and finish with the wand while they tick. It's the familiar leveling setup, with a core similar to Warcraft Tavern and Method's builds.
At 30, Siphon Life adds another DoT and gives you some health back while it works.
The opening 5 points at 10-14 won't transform your damage. If your demon keeps losing aggro, a beta player suggests starting with Suppression. That's a workable alternative order.
The October 15 tree replaced the old DoT talent with two-rank Grim Reach. Finish Suppression at 27, then put two points into Improved Drains at 28-29 for drains. The listed order uses that tree.
Affliction: Drain Lifesturdy21 / 0 / 0Use Drain Life to recover health while your demon handles another mob. This is the drain-tanking approach described by Warcraft Tavern and Mobalytics. It can keep you fighting longer between food stops.
Draining health still costs mana, and beta players disagree about whether the trade feels worthwhile. Can't sustain it? A city trainer can reset you into DoTs and wand.
Demonology: let the demon tanksafe0 / 21 / 0Strengthen the Voidwalker and work toward Soul Link at 30. I'd consider this if surviving pulls matters more than an early damage boost. Method also notes the slow start.
Soul Link at 30 sends 30% of the damage you take to your demon. The build takes Demonic Sacrifice at 20 to open the path to it. Keep your demon alive while soloing. Sacrificing it defeats the point of this setup.
Expect lower damage than Affliction before 20. Wait until Demonic Brand at 25 before working Searing Pain into the plan. Earlier, its threat makes it too easy to pull off the demon.
Destruction: bring a groupdungeons0 / 0 / 21Choose this for quicker casts and harder crits when you're leveling with a partner or running dungeons. Solo, you'll spend more time standing still to cast, as Warcraft Tavern points out.
At 30, Bane of Havoc copies 15% of your damage to other targets onto the target with this bane. That's useful when your dungeon group is fighting a pack.
Keep the Voidwalker for solo questing. In a dungeon, switch to the Imp or Succubus to suit the group.
First wand: Lesser Magic Wand from 5, 11.33 DPS. An enchanter makes it; check the AH. Your dagger matters little once spells and wand attacks do the damage.
◈ Loot along the way
Nibbled-On Book starts a new book chain. Use it; do not sell it. Keep linen for bandages.
Choose Militia Dagger, a dagger you can use from the start, with twice your starting weapon's DPS. The staff and sword need training; Warlocks cannot use maces.
The Imp deals ranged Fire damage, but cannot tank. Open with Immolate and Corruption at max range, then cast Shadow Bolt while the mob approaches. Grimoire of Blood Pact (Rank 1) teaches your Imp Blood Pact, +4 Stamina for you and the group. Read the grimoire with your Imp summoned.
Kurran Steele : white cloth from 5 with no stats, such as Knitted Tunic (≈ 3) and Knitted Pants (≈ 3). Only fill empty slots; the route's rewards are better.
Beta testers describe 6-10 as the roughest Warlock stretch in Forever: a weak Imp and little mana. Apply Corruption and Immolate early, use Life Tap while above half health, and eat between fights. Your Voidwalker at 10-12 cuts downtime considerably.
⌂Turn in 4 quests, pick up 7 new ones and visit your trainer
This is the gold-making option: training and grimoires are expensive. Want to craft wands yourself? Take Enchanting and Tailoring in Stormwind instead (see Professions). Then skip Rough Wolf Pelts[7], which requires Skinning.
Life Tap is your key Warlock button: each press converts (30 + Spirit) health into mana. Use it between fights or in combat while above half health, then eat rather than drink.
Drops from:Large Candle - Kobold Miner, Goldtooth, Kobold Tunneler and others · Gold Dust - Kobold Miner, Goldtooth, Kobold Tunneler and others · Lost Book - Kobold Miner, Kobold Tunneler
Do not leave right after exploring the mine: check all five quests. You have no tanking demon yet, so pull kobolds one at a time and avoid Fearing them in tunnels.
↩Head back: turn in 5 quests and pick up 5 new ones
In Forever, Bane of Agony is a Bane rather than a Curse, so it can coexist with Curse of Weakness. Use Fear only with clear space nearby: a feared mob can run into another pack.
Class
➜
Check that you have both books for Rare Books[7], then return to Northshire Abbey.
Choose Apprentice's Spellstaff, +2 Intellect and +4 spell power, your best Warlock option. Woo Ping in Stormwind teaches Staves for around 10; you visit in a few steps. Want to save the fee? Take Militia Shortblade: you already know Daggers, but it has no caster stats.
Drain Soul is a channeled finisher: a mob dying under it grants Soul Shard. Start saving shards, one for your Voidwalker and another for a Healthstone.
Class
lvl 10-11
Stormwind: Gakin and training
The Slaughtered Lamb in the Mage Quarter: Warlock trainers, Staves and your first AH wand search.
Demisette Cloyce is here too; learn level 10 spells if you skipped Goldshire training. In the Trade District, Woo Ping teaches Staves for about 10, useful if carrying Apprentice's Spellstaff.
Before 13, wands only come from players: Lesser Magic Wand from 5 and Greater Magic Wand from 13. Check the Trade District AH; a wand is your best Warlock purchase before 20.
Reward: Well-stitched Robe, a cloth robe without stats. Take it if still wearing your starting robe.
⚔︎Questing loop: “Surena Caledon”
◎
➜≈ 400 yards southwest · ~1 min on foot
Surena Caledon and Defias bandits are at the pumpkin patch south of the logging camp . Pull one at a time, leaving Surena until last. She drops the choker - Surena Caledon[10].
The choker only drops while the quest is active. Finish your last mob with Drain Soul: one shard for summoning the demon, another for a Healthstone.
Class
⌂
Hearth to Goldshire, then follow the road north to Stormwind and return to the Slaughtered Lamb's basement.
lvl 11-12
Stormwind: Voidwalker
The Binding in the circle beneath the tavern unlocks your tank for the rest of 1-30.
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Summoning the Voidwalker needs Soul Shard. Keep one in your bags until the summoning circle.
Start the summoning-circle fight at full health and mana.
¤ Shopping and useful stuff
Innkeeper Allison : food and water. Keep your hearth in Goldshire for now; Sentinel Hill comes soon.
Start at full health and mana with your Imp out. Apply Bane of Agony, Corruption and Immolate, then use Fear: the enclosed basement limits its escape while DoTs tick. Keep your Healthstone ready.
Class
↩Head back: turn in 1 quest and visit your trainer
The Voidwalker tanks for you through 30. Send it first and allow Torment to land, about 1-2 attacks, before applying DoTs. Save the Imp for groups, where Blood Pact buffs everyone's Stamina.
Linen for bandages, meat for Cooking: cooked food gives +5% kill XP. Collect golem quest drops only after accepting the quest.
➶ Level faster
Low-health Defias flee for help. Wand runners down; avoid Fear in Moonbrook, since a feared mob brings friends. From 14, Curse of Recklessness prevents fleeing.
⚔︎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].
Grimoire of Sacrifice (Rank 1) teaches Sacrifice: your Voidwalker disappears and gives you a shield. An emergency escape from a bad fight; resummoning costs another shard.
Class
➜
next - Loch Modan
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.
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). Check availability in game.
⚔︎Questing loop: “Filthy Paws”, “Rat Catching” and “Thelsamar Blood Sausages”
◎
Collect miners' crates near Silver Stream Mine; along the shore and road, finish kobold ears and Thelsamar cooking ingredients, for Filthy Paws[15] and Rat Catching[11] and Thelsamar Blood Sausages[11].
Drops from:Tunnel Rat Ear - Tunnel Rat Vermin, Tunnel Rat Scout, Tunnel Rat Geomancer and others · Boar Intestines - Goretusk, Bellygrub, Young Goretusk and others · Bear Meat - Thistle Bear, Rabid Thistle Bear, Grizzled Black Bear and others · Spider Ichor - Venom Web Spider, Tarantula, Mother Fang and others
↩Head back: turn in 3 quests 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].
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).
Choose Tomb Robber's Gloves, cloth gloves with +1 Stamina and +2 Intellect. Dwarven Tome (+3 spell power, +1 Spirit) is an off-hand: use it with a dagger, never a staff.
➜
Resume the main route where you left it for the group; do not repeat completed Loch Modan loops.
lvl 18-20
Redridge: Lakeshire and the bridge
From Westfall through Elwynn. Safer Lakeshire quests, with level 18 Goldshire training on your boot-delivery trip.
Redridge is contested territory; PvP rulesets flag you automatically here. Put a Soulstone on yourself before a long loop. Will to Survive breaks a Rogue's stun.
➜
Leave Stormwind for Goldshire, then follow the road east to Redridge. Do not cut 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.
Levels 20-30 · 17 sections. They open when you get there.
lvl 20-21
Stormwind and Redridge: level 20 training
At 20, fly to Stormwind for new spells and Torment's grimoire, then do the outer Blackrock camps and head to Duskwood.
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The Duskwood stargazer chain (Look to the Stars[25]) needs Bronze Tube. Buy it now at Stormwind's AH or order it from an engineer (step); there is no AH at the quest hub. Too expensive? Skip the chain.
Blackrock casters hit with ranged Shadow spells; fighters run toward you. Send your Voidwalker at the fighter, DoT the caster with Bane of Agony and Corruption, then wand it down. Low-health orcs flee for help; Curse of Recklessness prevents that.
⚔︎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].
Felicia Maline : unlock the flight path and fly to Sentinel Hill. Preparation starts here, with deliveries in Lakeshire and Stormwind, whose flight paths you already know.
Drops from:Head of VanCleef - Edwin VanCleef · Red Silk Bandana - Defias Henchman, Defias Miner, Defias Conjurer and others · Gnoam Sprecklesprocket - Sneed's Shredder
Hand out Healthstones and Soulstone the healer before entering. Put your Imp on Passive; Blood Pact buffs everyone's Stamina. Agree on boss curses: Curse of Weakness if the tank struggles, Curse of the Elements for a caster-heavy group. Avoid Fear in tight rooms; feared pirates bring friends.
↩Head back: turn in 1 quest and pick up 2 new ones
Choose Staff of Westfall, +5 Intellect, +6 Spirit and up to +16 spell damage. Your best Warlock staff until the Wetlands. Woo Ping in Stormwind teaches Staves for about 10. Leather and mail are no use to you.
Usable options: Scrimshaw Dagger (+2 Stamina) and Solid Shortblade if you trained Swords. Warlocks cannot use the mace or axe. The staff from the investigation (The Defias Brotherhood[22]) is better anyway, so take a weapon to vendor; both sell for 12 silver.
Choose Sable Wand, 16.94 DPS and +2 Spirit. Already using Deepblaze at 18.53 or Dusk Wand at 17.65? This wand is weaker. Take whichever reward vendors for most; the others are leather and mail.
Keep spider legs and wolf meat for Darkshire's kitchen (Seasoned Wolf Kabobs[25], Dusky Crab Cakes[20]). Wool for bandages, grays to the vendor.
➶ Level faster
Skeletons and ghouls are tightly packed at Tranquil Gardens Cemetery and Raven Hill. Pull from the edges, one at a time. Let the demon tank, apply Bane of Agony and Corruption, then wand. A second mob joins? Retreat toward the road, away from other packs.
⚔︎ PvP
Duskwood is contested and flags you automatically on PvP rulesets. Before Raven Hill, Soulstone yourself (Create Soulstone) so you can resurrect on the spot. Against Rogues, apply DoTs quickly, then Fear. Will to Survive breaks a stun.
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
Create Healthstone makes a 300-health stone instead of 120. Rank 2 Drain Life restores 14 health per second instead of 10. Useful, but not urgent.
Class
lvl 22-23
Optional: Succubus and Incubus
A long Kalimdor journey: ship to Auberdine, Ashenvale and a Barrens hut. The Voidwalker already handles leveling to 30; come for more damage and a soul bag.
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Temporarily bind your hearth in Stormwind for this journey, to return to the summoning circle.
The Auberdine ship uses Stormwind's southernmost pier. Confirm the destination before boarding.
Summon one quest demon at a time. Defeat the first before calling the second.
A Stormwind hearth saves the return journey: one button from Ashenvale back toward the Slaughtered Lamb. Fly home to Darkshire afterward.
⚔︎ PvP
The Barrens are Horde territory: PvP rulesets flag you automatically. Crossroads and Camp Taurajo guards attack on every ruleset. Ashenvale is contested. Watch for ship ambushes; there are no guards on deck.
Take the Auberdine ship from Stormwind Harbor's southernmost pier. Caylais Moonfeather : unlock Auberdine's flight path.
Unsure of the destination? Ask the captain at the pier. No return ship needed; you will hearth back.
➜
after travel
Head south from Auberdine into Ashenvale, then follow the road east through Astranaar toward the Barrens. Head south to the hut .
Splintertree Post in eastern Ashenvale, the Crossroads and Camp Taurajo are Horde settlements. Guards attack on every ruleset. Give them a wide berth, away from the road.
Nearby Doan Karhan offers The Orb of Soran'ruk[25], requiring Blackfathom Deeps and Shadowfang Keep. Do not accept without groups for both dungeons; it will sit in your log.
One at a time: defeat the first and recover before summoning the second. Fight as you did for the level 10 Voidwalker: full health and mana, your demon out, DoTs, then Fear in the enclosed basement. Gakin the Darkbinder supplies Wooden Figurine; you already handed in the figurine from the forest.
Succubus and Incubus are two appearances of the same demon and share grimoires. They deal more damage than a Voidwalker but hold threat less reliably. Useful solo against one mob you can kill quickly; switch back to Voidwalker for packs or elites. From 26, Grimoire of Seduction teaches Seduction, disabling a humanoid for 15 seconds. The 14-slot soul bag holds shards only; keep one and sell the spare.
A short Lakeshire visit: the dangerous boar, murlocs and outer orc camps. Western Duskwood is still too high for you.
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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.
The orbs drop from Blackrock Shadowcasters, who cast Shadow spells from range. Send your demon at the caster so it takes those hits while holding threat. Apply Bane of Agony and wand.
➜
after travel
Felicia Maline : fly to Lakeshire. Only a few town deliveries remain open, leaving room for this short loop.
⚔︎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).
Hearth to Darkshire. Start the next loop at 24: if you are short, finish remaining safe objectives or run a dungeon you have already prepared with a group.
Ardwyn Cailen : Dusk Wand from 20, ≈ 58, 17.65 DPS. Buy if your wand still does under 15 DPS.
➶ Level faster
At 24, your Voidwalker gets Suffering from Grimoire of Suffering (Rank 1). A second mob joins? Use it so both hit the demon. At Raven Hill, it saves you more often than a Healthstone.
Drops from: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
Sven's follow-up Proving Your Worth[28] requires level-28-29 skeletons and leads to a later group chain. Leave it for now.
◎
Lost Watcher roams near Raven Hill and along the southern road toward Vul'Gol Ogre Mound. He drops Merrick's Bow, starting a new family story.
Do not equip or sell the weapon containing the letter. If you do not want to find both carriers, skip the entire Ira's Dagger[24], Merrick's Bow[28] and The Valor Family[22] branch, including later turn-ins.
Hearth to Darkshire. Finish town conversations before leaving for the Wetlands.
If less than an hour has passed since Raven Hill, your hearth is still on cooldown: take the southern road through Elwynn into Duskwood, then Darkshire.
The Legend of Stalvan[28] ends with a conversation. The finale is Stalvan Mistmantle (The Legend of Stalvan[35]), a level 35 quest against a level 32 target tougher than ordinary mobs. Do it with a group at 29-30 (chapter). Finish ogres, the final Night Watch quest and cemetery deliveries later.
lvl 24-26
Group: Redridge elites
Stonewatch Keep with a group: cloth boots and a robe. No group? Skip it; the main route does not depend on this chapter.
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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].
Drops from:Tharil'zun's Head - Tharil'zun · Broken Staff of Incinerator Gar'im - Incinerator Gar'im
The Imp is more useful than a Voidwalker in a group: Blood Pact buffs everyone. Avoid Fear in the keep; a fleeing orc brings friends. Give everyone a Healthstone.
↩Head back: pick up 1 quest
!
➜≈ 1500 yards northwest · ~3.5 min on foot
At Render's Camp in the north, Corporal Keeshan : accept !Missing In Action[25]. The escort starts immediately, so clear the path first.
⚔︎Questing loop: “Missing In Action”
◎
Free the prisoner and escort him to the exit. Clear the route before starting, for Missing In Action[25].
Tram to Ironforge, flight to Thelsamar, then walk through Algaz. Pick up a root for your Warlock hat quest on the way. Bind in Menethil Harbor and collect its quests.
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Don't forget in this section
Accept A Noble Brew[30] in Stormwind before the tram (step). The root grows just outside Algaz and cannot be gathered without the quest.
Menethil Harbor is your hub: flights to Ironforge for training, ships to Theramore and the Southshore-Auberdine route. Keep your hearth here until finishing the Wetlands.
⚔︎ PvP
The Wetlands are contested, automatically flagging you on PvP rulesets. Horde arrive from the north via Thandol Span for the Excavation Site. Retreat toward the harbor's Alliance guards if chased.
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next - Duskwood
Felicia Maline in Darkshire: fly to Stormwind; you are already there after the Redridge chapter. Zardeth of the Black Claw in the Slaughtered Lamb's basement: accept !A Noble Brew[30], requiring 25. Take the tram to Ironforge, then fly to Thelsamar with Gryth Thurden . Walk to Loch Modan's northern tower.
A Noble Brew[30] needs two plants, both on your route: the root in the Wetlands and the tear on your final Duskwood loop. Turn in at 30 alongside training to get your Warlock hat (step). Still 24? Pick the quest up at 30, but you will need a separate gathering trip.
⚔︎Questing loop: “The Algaz Gauntlet” and “A Noble Brew”
◎
Pass through Dun Algaz and kill the required orcs on the way into the Wetlands for The Algaz Gauntlet[21].
◎
next - Wetlands
As you leave Dun Algaz for the Wetlands, turn east off the road to Musquash Root at , the first ingredient for A Noble Brew[30]. Return to the road and head west.
Only level 18-22 gnolls, young crocolisks and Dark Iron dwarves nearby. This detour is safe at 25.
Choose Icicle Rod. Despite its name, it is a staff: +4 Intellect and up to +18 spell damage. Slightly more damage than Staff of Westfall, but no Spirit. Woo Ping teaches Staves. The boots are leather.
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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
The channeling rods for your Felhunter (Tome of the Cabal[30]) drop from Dragonmaw orcs in this camp, but only with the quest active, available at 30. You cannot collect them now; return later.
The main route continues with Next: Stormwind, then Next: Duskwood. With a group, choose the excavation, Stockade or Nek'rosh before leaving. None is required to continue.
lvl 28-30
Group: Excavation Site: Wetlands
New Forever group dungeon. The relic turn-in in Ironforge rewards your best Warlock staff before 30.
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Optional group run. Do several group chapters or none. Without a group, resume the main route to Stormwind.
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 .
Keep the provided relic for delivery to Ironforge's Hall of Explorers after local turn-ins. No need to kill the keeper again, for Prehistoric Prism[31].
Choose Healer's Staff, +12 Stamina, 5 mana per 5 seconds and up to +22 spell damage. Your best Warlock staff before 30. Heavehammer is a two-handed mace and unusable.
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After turning in, continue the capital route or fly back to the Wetlands for remaining group quests.
lvl 28-30
Group: Stockade and Dun Modr
Dun Modr and the Stockade with a group, without requiring the Deadmines letter. Warlock rewards: a staff and cloth gloves.
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Optional group run. The Deadmines are not required. Without a group, resume the main route to Stormwind.
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.
Return to the harbor, fly to Ironforge and take the Deeprun Tram to Stormwind. Pick up two quests in your unlocked Lakeshire and Darkshire before gathering at the entrance.
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
The Deadmines letter investigation is not required here. This branch is entirely independent.
Prioritize Bane of Agony and Shadow Bolt. Banish controls demons and elementals in groups. Create Firestone is for Destruction. Already in Ironforge after the Excavation Site? No need to fly to the harbor.
Reward: Eye of Paleth, an off-hand with up to +4 spell damage. Use with a dagger, not a staff.
lvl 29-30
Duskwood: unfinished business
The final Darkshire loop: worgen, Vul'Gol ogres and Raven Hill. Collect your hat quest's second plant just outside town, then return to Stormwind at 30.
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The main route after the Wetlands. Finish older chains; Eliza and Stalvan below are optional group fights. At 30, head to Stormwind.
Vul'Gol ogres hit hard and travel in pairs. Send the Voidwalker at the first, DoT both, and use Fear on the second only with clear space nearby. A third joins? Suffering.
⚔︎Questing loop: “Ogre Thieves”, “Look to the Stars” and “Merrick's Bow”
◎
One trip to Vul'Gol Ogre Mound: kill warriors and enforcers, take the leader's monocle and the hermit's crate, for Ogre Thieves[30] and Look to the Stars[30] and Merrick's Bow[28].
Drops from:Ogre's Monocle - Zzarc' Vul
Bring a partner for the tough named ogre. If you skipped the new family branch, only do quests you accepted.
↩Head back: turn in 5 quests and pick up 4 new ones
The group follow-ups Bride of the Embalmer[30] and The Legend of Stalvan[35] are covered below. Do not accept them without a group. If you are short of 30, make up the XP on green-level worgen and undead, then return to Stormwind to train.
lvl 29-30
Group: Eliza and Stalvan
Group finales to two long stories: a ring and cloth shoulders. Skip without a ready group.
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Don't forget in this section
Stalvan Mistmantle is level 32 and tougher than normal mobs. Bring a full group.
Start Eliza's grave event only when everyone is ready: undead rise alongside her.
Bring 5-6 shards for your Felhunter, Healthstones and a Soulstone on yourself before dangerous travel.
Innkeeper Firebrew : hearth in Ironforge; you carry books back here twice.
⚔︎ PvP
The Barrens are Horde territory; Thousand Needles and Hillsbrad Foothills are contested. PvP rulesets flag you automatically. Ships have no guards and are common ambush spots.
A long trip partly through Horde territory. Bring a partner, 5-6 shards and plenty of food.
Class
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after travel
Take the tram to Ironforge. Innkeeper Firebrew : bind your hearth here; you return twice. Gryth Thurden : fly to Menethil Harbor.
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after travel
Take the Theramore ship, not Southshore. Baldruc : unlock Theramore's flight path. Follow the road west through Dustwallow Marsh into the Barrens, then head north along the coast to Ratchet.
Avoid the Crossroads and Camp Taurajo, both Horde settlements. Unsure which ship to board? Ask the captain at the pier for its destination.
The tome is in a level 28-30 murloc camp with dense packs. Pull one at a time onto your demon. Two or three join? Use Suffering to put them on the demon.
Class
➜
Ship back to Menethil Harbor, then take the Theramore ship. Cross Dustwallow into the Barrens and head south to the Great Lift, which descends into Thousand Needles.
Avoid Camp Taurajo by going east of the road. Horde guards may stand at the lift. Approach with a partner; if you cannot pass, postpone the trip. Do not jump off the cliff: the fall is lethal.
Box of Souls is a 16-slot soul bag, bigger than Small Soul Pouch; sell the old one. At 30, your Felhunter has Devour Magic, removing one harmful magic effect from you or one beneficial effect from an enemy. Useful for PvP and groups, but not a tank; keep the Voidwalker for leveling.
Class
⌂
after travel
Hearth to Ironforge and take the tram to Stormwind. Innkeeper Allison : bind in Stormwind if your next leveling route starts from the capital.
Hearth has a one-hour cooldown. Not ready? Fly from Ratchet to Theramore, ship to Menethil Harbor, then fly to Ironforge.
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Warlock: demons, DoTs, shards
What to train, which demon to use and how to keep your mana flowing
Forever changes:Bane of Agony is now a Bane, allowing one Bane and one Curse from you on the same target. Rank 1 Life Tap gives (30 + Spirit) mana, making Spirit useful. Drain Soul deals 85 damage instead of 55, with a chance for a shard on any tick, though that chance was cut hard on November 2. Curse of the Elements is trained at 20 instead of 32. Create Healthstone heals for 120 instead of 100. Demons scale with your stats, but since November 2 each point of your Stamina gives them 2 health instead of 7.5. Only Ritual of Summoning summons players; meeting stones do not. Wands do not scale with spell power (September 24 beta notes).
Before 10, start at range with Immolate and Corruption, then cast Shadow Bolt while the Imp adds damage. Once you get the Voidwalker at 10-12, send it first and wait for 1-2 attacks. Apply Bane of Agony, Corruption, and, on a mob that'll live long enough, Immolate. Then wand while the DoTs tick. Save Shadow Bolt for spare mana. Above half health with the demon holding aggro? Use Life Tap. Finish the last mob with Drain Soul for a shard. Drain Life adds healing from 14, with food between fights. Wands need half a second standing still after October 15. An add can take DoTs and Fear, provided the ground around you is clear.
Summoning any demon except the Imp costs a shard. The October 8 notes also stun your current demon while you summon its replacement. Mid-fight swaps are a risky escape plan.
DoTs and rotation
Damage per point of mana (Forever tooltips)
Bane of Agony: 72 damage over 24 seconds for 25 mana, your most efficient spell. Damage ramps up toward the end; skip it on mobs that will die within 10 seconds.
Corruption: 40 damage over 12 seconds for 35 mana, from 14 - 65 over 15 seconds. Always apply it.
Immolate: an initial hit plus a burn for long-lived mobs. Do not open with it before your demon lands Torment, or you will pull aggro.
Shadow Bolt costs several times more mana per damage than your Bane. Cast it with mana to spare.
Add a Curse alongside your Bane: Curse of Weakness against hard hitters; Curse of Recklessness from 14 against humanoids that flee for help, preventing them from running.
Life Tap: (30 + Spirit) mana per press, or (75 + Spirit) from 16. Use while above half health and your demon holds the mob.
Drain Life from 14: 10 health per second for 5 seconds, 20-yard range. Hits can shorten the channel; keep the mob on your demon.
Food restores the health you've spent on mana. Cooked food also gives +5% XP in Forever, so I'd keep some ready between fights. Bandages give you another heal without a mana cost.
Health Funnel heals your demon using your health. With a spare shard, resummoning can sometimes be faster.
Shards, stones and bags
How many to keep and where to find room
Drain Soul gives Soul Shard if the mob dies during the channel; Forever also gives a chance on each tick, but it was cut hard on November 2. The mob must grant XP.
Keep 3-6 shards for demon summons, Healthstones, Soulstones, and a reserve. From 20, leave another for summoning players with Ritual of Summoning. Each shard takes a bag slot because they don't stack. Delete the extras before they crowd out quest loot.
Minor Healthstone from 10: restores 120 health, 2-minute cooldown. Make a replacement after combat if used.
Soulstone (Create Soulstone, 18): resurrects with 400 health and 700 mana. Put it on yourself before elites or dangerous quests.
Conjured stones disappear if you log out for more than 15 minutes.
Use Fear to buy time when an add arrives, your demon dies, or your health drops dangerously low. Keep DoTs and wand damage going if it's safe. Otherwise, spend that breathing room on a bandage or Healthstone.
Check where a feared mob can run. In a mine or crowded camp, it can bring the next pack back with it. I'd avoid using Fear near guards too.
Damage can end Fear early. A target affected by Curse of Recklessness can't be feared, so choose your Curse with that in mind.
In a dungeon - only to save the healer, and warn the group first.
Human Warlock
Racial abilities in Forever
Ruthless: +1% critical strike chance for all spells and attacks, including Shadow Bolt and Immolate. Forever guides report that DoTs can crit too.
The Human Spirit: +10% Spirit, raised from 5% on October 26. Life Tap scales with Spirit in Forever, though the racial adds only a few mana per press.
Will to Survive: removes a stun, 3-minute cooldown. In PvP, use against Rogue or Warrior stuns, then immediately Fear.
Perception: improves stealth detection for 20 seconds, 3-minute cooldown. Useful against Rogues in PvP.
Human Warlocks start with Daggers, Wands and Cloth, as in Classic. Woo Ping in Stormwind teaches Staves and One-Handed Swords.
20-29: The Orb of Soran'ruk[25] from Doan Karhan in the same Barrens hut. Fragments drop in Blackfathom Deeps and Shadowfang Keep, both group dungeons outside this route.
4 builds with a talent tree and the order by level
I'd use Affliction: DoTs and wand here. It makes Corruption instant by 14, gets Nightfall by 26, and reaches Siphon Life at 30. The alternatives are Affliction: Drain Life, Demonology, and a group-focused Destruction build.
Quest rewards and purchases that improve your Warlock before 20, in one table. A wand matters most: it deals damage while DoTs tick and saves mana. White vendor cloth has no stats; only fill empty slots. Vendor prices are estimates and stock comes from game data.
Wear cloth. Stamina gives a health buffer for mistakes and Life Tap; Spirit adds mana to Life Tap; Intellect increases your mana pool; spell power improves DoTs and Shadow Bolt. Strength and Agility on cloth do little for you.
A wand matters more than a white melee weapon. You rarely swing a staff or dagger, but use your wand every fight. Spell power on other gear does not improve wand damage.
You start with Daggers and Wands. A staff occupies both hands; an off-hand such as Dwarven Tome needs a dagger instead.
Skip Imp grimoires for solo play after 10; your Imp mainly serves groups afterward.
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Purchases and rewards 20-30
Wands, cloth, grimoires and bags
At 20-30, most of your best Warlock upgrades are free: Wetlands and Duskwood quest wands, Intellect and Spirit cloth, and bags. Buy Voidwalker grimoires and a level 20 wand if yours is weak. An asterisk marks a group reward.
Mining and Skinning pay for spells and grimoires. The route uses Mining for Dummies from Rascally Rodents[2] in Northshire, plus Rough Wolf Pelts[7] for Skinning. Training alone comes to about 275 through 20. Prefer crafting your own wands? Method, Warcraft Tavern, and beta players suggest Enchanting with Tailoring. Skip Rough Wolf Pelts[7] if you take that pair, because the quest needs Skinning. I'd gather for gold if a friend already has your wand covered.
After camping and at least 1 profession skill point, Camping 101 quests unlock your profession's camping buff item.
For Warlocks, Tailoring's banner gives Spirit, which improves mana from Life Tap in Forever, according to Warcraft Tavern. First Aid's kit buffs Stamina.
Cooking and First Aid
In Forever, cooked food gives +5% kill XP for 15 minutes. Keep the buff up. Food matters more than water to a Warlock: it restores health spent on Life Tap.
Sell grays at every stop; auction cloth and ore in Stormwind. Keep quest items out of your vendor trash.
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Dungeons: what to pick up in advance
Quests far from the entrance and what a Warlock brings to a group
Forever dungeon quests give much more XP than ordinary quests, while mobs inside give less. The October 1 patch halved the quest bonus; estimates now put them at roughly 1.5-2.5 times ordinary quest XP. Bring quests rather than running empty-handed, but accept them shortly before the run, not ten levels early, to avoid clogging your log. Warlocks bring damage, Healthstones, a Soulstone for the healer and, from 20, player summons.
Warlock in a group: the short version
Curses, CC and stones
Before entering, give everyone Minor Healthstone, one shard per Healthstone, traded directly. From 18, Soulstone the healer (Create Soulstone). Use the Imp: Blood Pact buffs the group's Stamina.
Wait for the tank's first 2-3 attacks before applying DoTs. Searing Pain is particularly easy to pull aggro with. You can use Life Tap, but leave enough health to take a hit. Recover with Drain Life or food between pulls so the healer isn't paying your mana bill.
CC: use Fear to save the healer only with a warning; a feared mob may bring the next pack.
In a group, set the Imp to Passive: on Aggressive he pulls packs on his own.
The Hall of Thanesbeta data
New · 16-18 · beneath Ironforge · route level 16-18
Warlock rewards: Deepblaze, an 18.53 DPS wand, best before 20 and useful beyond (step); Tomb Robber's Gloves, cloth gloves (step). No group? Leave these quests; otherwise they sit in your log.
Nek'rosh, 29-30: the Wetlands orc chieftain, mainly for XP. His weapon rewards do not suit a Warlock (chapter).
Eliza and Stalvan, 29-30: finales to two Duskwood stories, rewarding Ring of Forlorn Spirits and Mantle of Honor (chapter). Stalvan is level 32 and tougher than ordinary mobs; bring a group.
The Orb of Soran'ruk[25], a level 20-29 class quest: fragments in Blackfathom Deeps and Shadowfang Keep, rewarding Staff of Soran'ruk or Orb of Soran'ruk. Neither dungeon is on this route. Accept only with a group planning both runs.
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What's new in Forever
Only what matters for this route
Based on beta build 1.60.1 as of October 21, 2026, with a level 30 cap: Wowhead Forever, Blizzard's October 7 Rogue and Warlock preview, beta notes, Questie and client 1.60.1.70425. Things may change before the November 4 launch.
Rank 1 Life Tap gives (30 + Spirit) mana, making Spirit useful for Warlocks. Rank 1 Drain Soul deals 85 damage instead of 55, with a shard chance on every tick, though it was cut hard on November 2.
Curse of the Elements unlocks at 20 instead of 32 and affects all magic damage. Firestone from 28 is now a weapon enchant.
Demons scale with your stats, but since November 2 each point of your Stamina gives them 2 health instead of 7.5. Aggressive mode came back on October 1. Summoning players - only Ritual of Summoning: meeting stones don't summon.
Wands do not scale with spell power (September 24 beta notes). Since October 15, you must stand still for half a second before firing. Testers describe 6-10 as the toughest stretch; downtime drops sharply with the Voidwalker and Drain Life.
On October 15, the old DoT-enhancing talent was replaced by two-rank Grim Reach. The builds' point order is updated.
Humans and class questsbeta data
Ruthless: +1% critical strike chance for all spells and attacks, replacing the old Sword and Mace bonuses. The Human Spirit: +10% Spirit, which now improves Life Tap. Details in Warlock.
Human Warlocks start as in Classic Era: Daggers, Wands, Cloth, Shadow Bolt and Demon Skin. Woo Ping in Stormwind teaches Staves and Swords.
Human class quests are unchanged: Imp from The Stolen Tome[4], Voidwalker from The Binding[10], Succubus and Incubus at 20, Felhunter via Ratchet at 30. The changed requirement is that Devourer of Souls and the Incubus quests now need level 20.
New ships: Stormwind-Auberdine and Menethil Harbor-Southshore-Auberdine. Use the first for your Succubus, the second for your Felhunter.
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.
On the route, Elwynn, Westfall and Loch Modan are Alliance territory; Redridge, Duskwood and the Wetlands are contested. Demon journeys cross Horde Barrens and contested Ashenvale, Hillsbrad Foothills and Thousand Needles, according to client data.
Battlegrounds: Warsong Gulch from 10, Arathi Basin from 20 and new Darkspear Islands from 30. Beta testers report that only the level 30 battleground is available in the beta.
Warlock PvP: against melee, apply DoTs, then Fear. Will to Survive removes a stun. Soulstone yourself before entering contested territory.
Experience and conveniencesofficial
Cooked food gives +5% experience from kills. There are camp buffs too - from a campfire, a tent and a sleeping bag.
After the October 1 reduction, dungeon quests are estimated to give 1.5-2.5 times ordinary quest XP.
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.
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Tips and common mistakes
The hearthstone, dangerous mobs, what not to forget
Goldshire: early bind, for return trips from Stormwind and eastern Elwynn. Sentinel Hill: first visit. Thelsamar: Loch Modan.
20-30: Darkshire at the first visit, Menethil Harbor in the Wetlands, then Darkshire for the final loop. For your Succubus, bind in Stormwind (step); for your Felhunter, in Ironforge (step).
For short distances - a death run. Almost free until level 10, from 11 - “Resurrection Sickness” and -25% durability. A soulstone on yourself saves you the run back from the graveyard.