The orc mage is a new combo in Forever: orcs couldn't be mages in Classic, but now they get their own first mage quest and can train right in the Valley of Trials. A step-by-step route to 30: Durotar with the new Forever quests, the Barrens, Stonetalon Mountains, the Eastern Kingdoms, Ashenvale and Thousand Needles. Where to learn spells when Razor Hill and the Barrens have no trainer, when to take the class quests (Ju-Ju Heaps[10], Investigate the Alchemist Shop[16]), how to live off your own water and food, what to finish mobs with when you're out of mana, which professions to pick and what Blood Fury does for a mage.
!Accept quest?Turn in quest◎Complete➜Travel✦Class trainer⚒︎Professions☠︎Dungeon⌂Hearthstone¤Purchase★Tip⌖Clicking coordinates copies a /way command for TomTom, Shift+click copies the built-in /mappin pin (no addons)
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Addons
What to install from CurseForge for Forever: the useful and the fun
Maps inside dungeons:Dungeon Crawler Forever shows floors, passages, bosses and quests. Open it with /dm. Its data changes with the beta: double-check quest requirements in game. More conveniences, screenshots and highlight commands - in the useful addons guide.
How to install. In the CurseForge app, add the game with the “+” button and point it to your Forever client folder - a Forever tab appears. Manually on the beta: the _classic_beta_\Interface\AddOns folder. Addons for regular Classic won't work - you need a file marked Forever (1.60.1). ★ - our pick.
Already in the game - no addon needed: coordinates on the map and minimap (turn them on in the settings), quest objectives on the map (the “Enhanced” template at first login, or the quest objectives option), a damage meter, a swing timer, the Cooldown Manager, one combined bag, an equipment manager and a modern auction house. Not in the game: a threat meter, markers for quests you haven't picked up yet, and a /way command.
Quests and map
★ Questie - who gives quests and where the objectives are, on the map and minimap. It still lacks some of the new Forever quests.
★ TomTom - an arrow to a point. The coordinates on this site copy as a /way command for it.
★ Leatrix Maps - reveals unexplored parts of the map, shows dungeon entrances, and the map can be enlarged.
Forever Quest Tint - tints the text of new Forever quests, so you see at a glance what's new.
Conveniences
★ Leatrix Plus - auto quest turn-in, junk selling, repairs, fast loot and dozens of small things. There's a separate version for Forever.
★ Baganator - proper bags and bank: the built-in combined bag can't be moved. A similar one - Bagnon.
★ Auctionator - posts auctions quickly, remembers prices and shows them in tooltips.
★ Platynator - draws neat bars above mobs and marks the ones you need for a quest. Very handy while leveling.
Professions
★ GatherLite - herbs, ore and fish on the map: it already ships with more than 26 thousand points made for Forever.
GatherMate2 - the same, but it only remembers points as you gather them yourself.
For fun: voiceover and dialogue
★ Spoken - English voiceover for quests, books and zones. On the Forever forums it gets the most praise: “like an audiobook”. More in the addons guide.
★ Immersion - movie-style NPC dialogue instead of the usual quest window.
Optional
Details! or ThreatClassic2 - threat in dungeons: the built-in damage meter doesn't show it.
Easy Experience Bar - experience per hour and how much is left to the next level.
Dungeon Journal - dungeon quests and loot: Forever has no dungeon journal of its own.
WeakAuras has no Forever version; use the fork ForeverAuras instead (it can do what the built-in Cooldown Manager sees).
For mail, instead of Postal try Forever Mail: recipient picker, mail history and attachment lists. More in the general addons guide.
Zygor and ElvUI aren't installed through CurseForge.
Combat “helpers” that do calculations are banned in Forever, as in the modern game: addons may display, but not calculate.
For mages
Mage Portal Dock - Forever - a bar for teleports (from 20) and portals (from 40): it finds the ones you've learned, casts them in one click, keeps track of your runes (Rune of Teleportation) and lights up when they run out. Command: /mpd. Made for Forever (file 1.60.1 from September 27), not many downloads yet - optional.
Procs (Fingers of Frost, Clearcasting, Missile Barrage) are shown by the built-in Cooldown Manager. Want them bigger and with sound? Use ForeverAuras from the “Don't look” card.
AoE in dungeons? Install a threat meter from the “Optional” card: the built-in damage meter doesn't show threat, and a mage with Blizzard is the first to pull a pack off the tank.
✦
Leveling talents
Builds for 10–30: which one to pick and in what order to spend points
Your first talent point comes at level 10, then one per level: 21 points by level 30. Not sure what to pick? Go “Frost: Ice Lance”: every beta guide (Icy Veins, Mobalytics, Method, wow.gg, Zockify) levels a mage as Frost. Until 20 the builds play almost the same: Frostbolt and your wand do the work in all of them. The big moment is 20: in three builds out of four the 11th point in a tree unlocks a new button - Ice Lance, Arcane Blast or Pyroblast. The next “big” talents come at 25 and 30. Orc racials don't change which tree to pick: Blood Fury boosts every school the same. You can reset your talents at a mage trainer in a capital - for example, Deino in Orgrimmar. Hover a talent for its Wowhead tooltip; the button at the bottom opens the build in the Wowhead calculator with the same order.
Frost: Ice Lancemain0 / 0 / 21Quest one mob at a time: Frostbolt slows, Frost Nova holds, and Ice Lance hits a frozen target several times harder. Icy Veins, Mobalytics, Method and wow.gg use almost the same set.
Pros:Improved Frostbolt 5/5 at 10–14 - Frostbolt casts half a second faster: more damage and fewer hits on you. Frostbite 3/3 at 15–17 - any chill effect sometimes freezes the target for 5 seconds on its own.
At 20 - Ice Lance: instant, no cooldown, +200% against frozen targets since the October 15 patch. The combo: the mob runs up - Frost Nova, step back a couple of yards and hit it with Ice Lance while the freeze holds. At 25–27 - Shatter: +50% crit chance against frozen targets, so Ice Lance almost always crits. At 30 - Fingers of Frost: chill effects sometimes give you a charge, and your next spell hits as if the target were frozen.
Frost Channeling 3/3 at 21–23 - Frost spells cost 15% less: mana is the number one complaint of mages on the beta. If you rarely drink, put those 3 points into Piercing Ice instead (+6% Frost damage).
Cons: until 20 it's just a faster Frostbolt. You handle packs of mobs worse than with the “Frost: Blizzard AoE” build.
Frost: Blizzard AoEif you pull in packs0 / 0 / 21You gather two or three melee mobs and keep them in Blizzard. Based on the classic mage AoE leveling and Zockify's AoE build, adjusted for the Forever nerfs.
Good in dungeons too: Blizzard on the pack the tank is holding, and Frost Channeling lowers your threat by 30%.
Cons: Forever deliberately nerfed mage AoE to stop farming: Blizzard's slow is capped at 40% (it was 65%), Cone of Cold - 40% for 6 seconds. This build doesn't take Ice Lance, so you kill single mobs more slowly. It skips Frostbite on purpose: a random freeze breaks up your AoE pack.
Pros:Improved Fire Blast - Fire Blast every 6 seconds, with 15 yards more range; the old bonus after a kill is gone. Ignite - your Fire crits also set the target burning. At 20 - Pyroblast: you open every fight from range. At 25 - the Heating Up talent: crits speed up your next Pyroblast. At 26–28 - Master of Elements: crits refund 30% of the mana cost. At 30 - Blast Wave: damage around you and a slow.
Orcs get extra help from Blood Fury: +10% spell power for 15 seconds. With it, your opening Pyroblast on an elite or a tough mob hits even harder.
Cons: heavy on mana - testers complain that it's “11 Fireballs and I'm empty”, and Fireball's base damage in Forever was cut by 20–33%. Your only slows are Frostbolt and Cone of Cold: solo it's riskier than Frost.
Fire elementals barely take Fire damage - use Frost against them: Frostbolt.
Arcane: Arcane Blast and Wandif you hate drinking21 / 0 / 0A stronger wand, free spells and mana regen while casting. Since October 15, Missile Barrage is available from the first row, and Arcane Blast comes at 20.
Pros:Wand Specialization 2/2 at 10–11 - your wand hits 25% harder, and at 10–20 it does most of your damage. Arcane Concentration - a 10% chance for Clearcasting: your next spell is free.
Cons: no freezes - mobs reach you more often. No quest in Durotar gives a wand: without an enchanter this tree only comes alive at 16–17. The beta forums argue about it: some call the tree “two buttons”, others praise it for dungeons.
The orc and troll starting valley · your first mage quest, the Den and Burning Blade Coven
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All the quests are around the Den: pick them up in a batch, do them in a loop, turn them in as a batch. About 40 minutes to level 5–6. An orc mage gets a first quest of their own here: Gornek gives you the parchment, and the mage trainer Mai'ah stands at the entrance to the Den. Fighting is simple: Fireball from range, a second one while the mob runs at you, then finish it with your staff. Keep Frost Armor on yourself at all times: a mob that hits you gets slowed. Don't buy water before level 4 - your starting water is enough, and after that you make your own.
Don't forget in this section
Galgar's Cactus Apple Surprise[3] gives a gathering profession book. Tailoring and Enchanting are better for a mage: you learn both in Orgrimmar at 12 (step). You only need the book if an enchanter friend will make your wands (step).
The mage trainer Mai'ah only teaches up to level 6. After that, your trainer in Durotar is Un'Thuwa in Sen'jin Village: Razor Hill has no mage trainer. Later on - the trainers in Orgrimmar's Valley of Spirits.
◈ Loot along the way
Don't sell the boar meat: you'll learn Cooking in Razor Hill (step), and in Forever cooked food gives +5% experience (according to Icy Veins, conjured food doesn't). Sell the rest of your gray items to a vendor: the level 4 and 6 spells cost 1 each.
➶ Level faster
Until level 10 death costs almost nothing: no “Resurrection Sickness”, you just lose a little durability. Getting from the Coven back to the Den is faster with a death run.
Finish off an almost dead mob with your staff, not a new spell: after every spell your mana stops regenerating for 5 seconds. From level 4, open every fight with Frostbolt: a slowed mob takes longer to reach you, and you get one more spell off.
⚔︎Questing loop: “Cutting Teeth” and “Wayward Weapons”
◎
➜≈ 150 yards northeast · ~25 s on foot
Around the Den: Mottled Boars - 10 of them, Cutting Teeth[2]. Abandoned training weapons lie on the ground all over the valley - 6 of them, Wayward Weapons[2].
Sell your gray items: the first spell from the trainer costs 10.
New in Forever
↩Head back: turn in 3 quests and pick up 4 new ones
Glyphic Parchment[1] is a new Forever quest, only for orc mages: 40 experience and +50 reputation with Orgrimmar. In Forever Arcane Intellect lasts an hour - put it on yourself and everyone around you.
From now on you don't buy water: conjure it on the road and drink when you're below a third of your mana. Frostbolt is your main spell until 20: the mob is slowed and takes longer to reach you.
Class
⚒︎
The book: if an enchanter friend will make your wands, you need Wild Harvest: read it to learn Herbalism. Making the wand yourself? You don't need the book: you'll learn Enchanting and Tailoring in Orgrimmar at 12 (step).
⚔︎Questing loop: “Vile Familiars” and “Thazz'ril's Pick”
◎
Durotar
North of the valley: Vile Familiars - 12 of them, Vile Familiars[4]. The pick lies at the entrance to the Burning Blade Coven - Thazz'ril's Pick[4].
The familiars stand in a bunch: hit them from the edge, one at a time. A second one comes running? Frostbolt on it: slowed, it'll lag behind while you finish off the first one.
↩Head back: turn in 2 quests and pick up 1 new one
The cave is cramped and the mobs stand close together: pull them one at a time from the edge, opening with Frostbolt. Back to the Den with a death run: before level 10 it costs almost nothing.
Careful
↩Head back: turn in 1 quest, pick up 2 new ones and visit your trainer
Fire Blast is instant with an 8-second cooldown: use it to finish off a mob that's already next to you. From now on you make your own food too. Not level 6 yet? You'll learn them in Sen'jin (step).
Class
➜
Leave the valley by the road southeast, toward Sen'jin Village.
lvl 5–7
Sen'jin Village and Kolkar Crag
Darkspear trolls, a mage trainer, centaurs and spiders on the road to Razor Hill
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The Darkspear troll village in the southeast. You pick up a lot of quests here at once: some you do now (Kolkar Crag, the coast), some at 9 (the Echo Isles). Keep the island quests in your log. Un'Thuwa stands here too - your trainer until level 10.
Ukorsbane is a level 8 elite spider by the road to Razor Hill. It starts Ukor's Lost Pack[8], but it's too strong for you right now: you'll come back for it at 10 (step).
¤ Shopping and useful stuff
Don't buy food and water - you conjure them yourself: Conjure Water from level 4, Conjure Food from 6. The silver you save goes into a wand and spells.
Don't sell the cloth from the centaurs: it goes into bandages (you'll learn First Aid in Razor Hill, step) or Tailoring.
➶ Level faster
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 - that way you sit down noticeably less often.
⌂Turn in 1 quest, pick up 11 new ones and visit your trainer
!
Durotar
On the road out of the valley - Ukor : accept !A Peon's Burden[5] (a delivery to Razor Hill).
Comprehend Scroll deciphers the scrolls that drop from mobs (details in the “Mage” section). You come back to him at 8 and 10 (step): Razor Hill has no mage trainer.
ClassNew in Forever
⚔︎Questing loop: “A Solvent Spirit”, “Thwarting Kolkar Aggression” and “Lost in the Shadows”
◎
➜≈ 200 yards northeast · ~30 s on foot
The shore east of the village : makrura - 4 eyes, crabs - 8 Crawler Mucus, A Solvent Spirit[7].
The centaurs walk in pairs: lure out the one standing at the edge and fight outside the camp. A second one comes running? Frostbolt on it, then finish the first. According to RestedXP, Pal'juh isn't always there: if she's missing, don't wait.
Razor Hill is your base until level 12: an inn and almost all the quests of the north. There's no mage trainer here: you'll learn your level 8 spells in Sen'jin on the way to the Echo Isles (step). Set your hearthstone here.
Linen Cloth from the Kul Tirans goes into bandages (Linen Bandage) or Tailoring. Sell the extra cloth at the Orgrimmar auction house.
➶ Level faster
You only get Polymorph at 9 in Sen'jin (step): Razor Hill has no mage trainer. Until then, pull the sailors at Tiragarde Keep strictly one at a time, and if a second one comes running, Frostbolt on it and back off while you finish the first.
A bandage heals without mana: bandage up after a tough fight and keep all your mana for the next mob. Level 8: Razor Hill has no mage trainer - Un'Thuwa in Sen'jin teaches Polymorph, Frostbolt (rank 2) and Arcane Missiles, on the way to the Echo Isles (step).
ProfessionsClass
⚔︎Questing loop: “Vanquish the Betrayers”, “Carry Your Weight” and “For Honor”
Drops from:Canvas Scraps - Kolkar Drudge, Kolkar Outrunner, Kul Tiras Sailor and others
The Kul Tirans stand in groups. Pull them one at a time toward the exit: Frostbolt from max range, a second one while the mob runs at you; once it's in your face - Fire Blast. Fight the lieutenant with full mana.
New in ForeverCareful
↩Head back: turn in 4 quests and pick up 5 new ones
Shipwrecks, level 8 and 10 spells, Zalazane, the Ju-Ju Heaps and the Razormane Grounds
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South along the coast, with Sen'jin and your level 8 spells on the way, then the Echo Isles and the turn-ins in the village. At 10 the trainer has the class quest Ju-Ju Heaps[10] waiting for you: the Ju-Ju Heaps are on the same islands, so it's a second short swim. Back north through the Razormane Grounds.
Don't forget in this section
Ukorsbane by the road to Razor Hill is an elite level 8 spider; it drops the pack for Ukor's Lost Pack[8]. Go in at full health.
You have to swim to the Echo Isles: do everything for Zalazane[10] and Minshina's Skull[9] in one trip - swimming there a second time takes ages.
◈ Loot along the way
Cloth from the Echo Isles trolls goes into bandages or Tailoring. Minshina's Skull[9]: the reward is Faintly Glowing Skull - don't sell it: it drains 75–125 health from an enemy, a spare heal for a hard fight.
➶ Level faster
From the Echo Isles back to Sen'jin with a death run: up to and including level 10 it costs almost nothing, and swimming back takes ages. Come back the same way after your second swim, for the heaps.
⚔︎Questing loop: “From The Wreckage....”, “Break a Few Eggs”, “Practical Prey” and “Bloodtalon Matriarch”
◎
after travel
The shipwreck shore east of Razor Hill : Gnomish Toolboxes in the wreckage - 3 of them, From The Wreckage....[8].
Polymorph changes fights against two mobs: sheep the second one, finish the first, then deal with the second. It only works on beasts and humanoids, and the island trolls are humanoids. Arcane Missiles is for the Arcane tree; as Frost you can skip it.
Class
⚔︎Questing loop: “Zalazane”, “Minshina's Skull”, “Forgotten Loa Idols” and “A Pain in the Neck”
◎
➜≈ 650 yards southeast · ~1.5 min on foot
The Echo Isles , swim over from the shore: 8 Hexed Trolls and 8 Voodoo Trolls - Zalazane[10]; Zalazane in the center - his head, also Zalazane[10]; the prisoner's remains nearby - the skull, Minshina's Skull[9]; Forgotten Loa Idols on the ground across the islands - 8 of them, Forgotten Loa Idols[9]; the trolls drop Hexed Pendants - use them, you need 3 Luminous Residue, A Pain in the Neck[8].
Zalazane is surrounded by trolls - pull them one at a time, kill him last and sheep one of his guards. The Voodoo Trolls cast from range: lure them behind a rock or a tree - they'll come to you. The pendants only drop while A Pain in the Neck[8] is in your log.
New in ForeverCareful
↩Head back: turn in 6 quests, pick up 1 new one and visit your trainer
Frost Nova changes every fight: the mob runs up - freeze it, step 10 yards away and keep hitting. Not level 10 yet? You'll learn the level 10 spells in Orgrimmar at 12 (step), and skip Ju-Ju Heaps[10]: you'll get a better staff a level later from Stormy Potential[11].
Class
⚔︎Questing loop: “Ju-Ju Heaps”
◎
➜≈ 700 yards southeast · ~1.5 min on foot
Swim back to the Echo Isles: Ju-Ju Heap - 4 of them among the trolls , walk up and click each one, Ju-Ju Heaps[10].
The trolls have respawned by now, and the heaps are right under their feet: clear your way in. Two at once - sheep one; both ran up to you - Frost Nova and step back.
Take the staff: the orb goes in your off hand, and you can't use it with a two-handed staff. Ley Staff is only for a short while: at 11 you'll get Makeshift Stormcaller (step).
Class
⚔︎Questing loop: “This Fruit Could Bite Back” and “Encroachment”
The spider only hits in melee. Start with full mana: Frostbolt from max range, a second one while it runs at you; once it's close - Frost Nova, step back and cast another Frostbolt. Didn't work out? Skip it: the quest starts from its loot and doesn't unlock anything.
New in ForeverCareful
◎
➜≈ 350 yards northwest · ~45 s on foot
The Razormane Grounds west of Razor Hill : Prickly Pear Fruit - 8 of them, This Fruit Could Bite Back[6]; Razormane Quilboars and Scouts , Dustrunners and Battleguards farther north - 4 of each, Encroachment[10].
The Razormane are humanoids and walk in pairs: sheep one, hit the other.
Northern Durotar: Drygulch Ravine and Thunder Ridge
New Razor Hill quests, Drygulch Ravine, Thunder Ridge and the naga on the coast
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New Forever quests around Razor Hill, Drygulch Ravine and Thunder Ridge, plus the naga on the northern coast. The reward for Stormy Potential[11] is Makeshift Stormcaller, your first staff with spell power. By the end you're about level 12 at the gates of Orgrimmar.
Don't forget in this section
Halikor is an elite level 12 lizard on Thunder Ridge: it starts Halikor's Hoof[12]. Only if you can handle it (step).
Your level 12 spells - and the level 10 ones if you didn't learn them in Sen'jin - are in Orgrimmar, from the trainers in the Valley of Spirits (step).
➶ Level faster
Frost Nova is your main trick from 10 on: the mob runs up - freeze it, step 10 yards away and hit it. It works on everything that fights in melee: lizards, crocolisks, the Razormane.
The Dustwind Storm Witches and Fizzle Darkstorm cast from range, and Frost Nova won't stop them. Lure them behind a rock - they'll come to you, and then you hit them.
Drygulch Ravine : 12 Dustwind Savages and 8 Dustwind Storm Witches - Securing the Lines[11]. The Storm Witches and Eggtenders drop a Dull Storm Orb, which starts !A Simmering Storm[11].
The witches throw lightning from range: lure them behind a rock so they come to you. Harpies are humanoids: if a second one comes running, sheep it.
New in Forever
↩Head back: turn in 2 quests and pick up 1 new one
Securing the Lines[11]: take whichever sells for more - you'll get a staff with spell power a couple of steps later, from Stormy Potential[11].
New in Forever
⚔︎Questing loop: “Stormy Potential”, “Dark Storms” and “Lost But Not Forgotten”
◎
➜≈ 350 yards southwest · ~55 s on foot
Thunder Ridge : Thunder Lizards in the south and Lightning Hides in the north - 5 Charged Thunder Lizard Organs, Stormy Potential[11]. Fizzle Darkstorm on the ridge - the claw, Dark Storms[12]. Dreadmaw Crocolisks in the river nearby - the amulet, Lost But Not Forgotten[11].
Fizzle Darkstorm is level 12, a caster, and has his imp next to him. He's a humanoid himself: sheep him, kill the imp, then fight him with full mana. The amulet doesn't drop from every crocolisk - plan on roughly 10–15 minutes.
New in ForeverCareful
◎
➜≈ 350 yards northeast · ~50 s on foot
Optional:Halikor is an elite level 12 lizard that roams Thunder Ridge . It drops a hoof - !Halikor's Hoof[12], turned in in Orgrimmar.
You need full mana, a potion and all your cooldowns: Blood Fury with the first Frostbolt. It only hits in melee: Frostbolt and keep your distance; once it's close - Frost Nova, step back and cast another Frostbolt. Solo at 11 it's borderline: if you meet another player, invite them.
New in ForeverCareful
↩Head back: turn in 3 quests and pick up 1 new one
Makeshift Stormcaller gives +2 Intellect and +4 spell power: equip it right away, mages can use staves from the start. Dark Storms[12] gives leather boots - sell them.
New in Forever
⚔︎Questing loop: “Threat from Below”
◎
➜≈ 700 yards east · ~1.5 min on foot
North along the eastern shore: naga on the coast - 9 Naga Spinefins, Threat from Below[11].
Farther north an elite sea giant, Aggor the Young, walks around - leave him alone: the quest for him comes later and is for a group only.
New in Forever
↩Head back: turn in 1 quest and pick up 1 new one
!
➜≈ 250 yards northwest · ~35 s on foot
Margoz in the camp above the shore: turn in ?Margoz[12], accept !Skull Rock[12]. Then on to the gates of Orgrimmar.
lvl 12
Orgrimmar: first visit
Flight path, mage trainers in the Valley of Spirits, professions and a wand, new quests in the city and “Hidden Enemies”
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Orgrimmar is on your way: the flight path, mage trainers, new Forever city quests and the “Hidden Enemies” chain. The insignia for it drops at Skull Rock, right outside the gates - the collars for Skull Rock[12] are there too. So you go into the city twice: before Skull Rock and after.
Don't forget in this section
The mage trainers are in the Valley of Spirits, in the west of the city: Uthel'nay , Pephredo , Enyo and Deino all teach the same spells. Next to them is the portal trainer Thuul : from 20 he has Teleport: Orgrimmar.
¤ Shopping and useful stuff
A wand finishes mobs without mana: it doesn't use any and doesn't stop it from regenerating. Lesser Magic Wand (level 5) is made by enchanters - look for it at the auction house, ask a friend or make it yourself (step). Katis in the Cleft of Shadow: according to the game files, his wands start at level 15.
Enchanting - Jhag , wand materials - Kithas ; Tailoring - Snang . Why these two - see the “Professions” section.
Bank - Karus : put 10 Linen Cloth in there. The class quest Gathering Materials[15] at 23–24 asks for them, and by then you'll have used up or sold your linen.
Auction house: sell cloth and herbs. Lesser Magic Wand is there too, if you don't have an enchanter of your own.
➶ Level faster
The new Orgrimmar quests are level 15 and involve no fighting: at 12 they give full experience, about 4 thousand in a quarter of an hour. Don't skip them.
➜
➜≈ 650 yards northwest · ~1.5 min on foot
The gates of Orgrimmar . Doras : get the flight path.
⚔︎Questing loop: “Skull Rock” and “Hidden Enemies”
◎
next - Durotar
Out of the city to Skull Rock outside the gates : Burning Blade fanatics and apprentices - 6 Searing Collars (Skull Rock[12]) and a Lieutenant's Insignia (Hidden Enemies[12]). Deep in the cave - Gazz'uz : he drops Eye of Burning Shadow, which starts !Burning Shadows[12].
The Burning Blade are humanoids: sheep the second one. Gazz'uz is level 14 and a caster, so Frost Nova won't stop him. Clear the cave on the way in so nothing is behind you, and go at him with full mana: Blood Fury, Frostbolt, another one, and up close - Fire Blast. Too tough? Skip him: Burning Shadows[12] doesn't unlock anything.
How to do this quest - Hidden Enemies
The insignia doesn't drop from the first mob: plan on about 15 minutes and kill every Burning Blade in the cave in a row.
Ak'Zeloth[13] leads to Far Watch Post - that's where you go next.
lvl 12
Far Watch Post and the Demon Seed
From Orgrimmar through Razor Hill into the Barrens
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The last errands in Durotar and the way out into the Barrens. From Orgrimmar - hearthstone to Razor Hill (that's where it's set) or walk south, 3–4 minutes.
Ak'Zeloth stands by the power stone: Flawed Power Stone[14] is turned in right away, and Flawed Power Stone appears in your bags - you need it at the altar in the cave on Dreadmist Peak.
➶ Level faster
Flawed Power Stone lasts 30 minutes (according to RestedXP): go straight from the stone to the altar, don't get distracted by mobs on the way.
Have a group? Threat from Below[12] is waiting right here: an elite sea giant on the northern coast. A mage barely needs the rewards - don't take it without a group.
West to Dreadmist Peak : take the path up to the cave. The Altar of Fire is inside - use the stone at the altar, The Demon Seed[14].
On the way up there's level 10–14 Burning Blade, and the casters stand in pairs: sheep one, hit the other. Frost Nova doesn't stop them from casting.
Careful
lvl 12–14
The Barrens: the Crossroads, Thorn Hill and Ratchet
The best zone for 12–20 on the Horde side · the Razormane and the pirates near Ratchet
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The Barrens have lots of quests and long runs. The rule: take everything at the Crossroads at once, do it along the way and turn it all in together. Keep your hearthstone at the Crossroads all the way to level 20.
Don't forget in this section
Raptor Thieves[13]: the heads drop from raptors all over the Barrens - kill them on the way.
There's no mage trainer in the Barrens: you'll learn your level 14 spells together with the level 16 ones in Orgrimmar (step).
◈ Loot along the way
Plainstrider and zhevra meat goes into Cooking; Tari'qa sells the recipes. Wool from the centaurs and the Razormane - for Wool Bandages or Tailoring.
➶ Level faster
The Razormane walk in pairs: sheep one (Polymorph) and hit the other. A sheep regenerates health quickly - leave it alone until you've finished off the first.
⚔︎ PvP
The Barrens are Horde land: on PvP realms your flag doesn't turn on here by itself, but any Alliance player's does. Still, the Crossroads are a classic raid target: a crowd in blue at the gate - check their levels first.
➜
➜≈ 850 yards southeast · ~2 min on foot
Head south down from the peak to the Crossroads: Devrak - flight path; Innkeeper Boorand Plainswind - set your hearthstone at the Crossroads.
Back to the pirate camp: the “Drizzlik's Emporium” crate and the “Fragile - Do Not Drop” crate - Stolen Booty[16]. Then Gazlowe: turn in ?Stolen Booty[16] (pick Wayfaring Gloves from the rewards).
Regthar, the Forgotten Pools, the Witchwing harpies
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West and northwest of the Crossroads. By the end of this section you're about level 16: then a short flight to Orgrimmar for your level 14–16 spells and a wand.
The follow-up to Fungal Spores[15], Apothecary Zamah[15], is timed and goes to Thunder Bluff: take it only when you're ready to fly there right away.
➶ Level faster
Don't sell plainstrider and zhevra meat - cook it: in Forever cooked food with “Well Fed” gives +5% experience from kills for 15 minutes, while conjured food doesn't, according to Icy Veins.
Barak Kodobane hits hard and has guards: pull the guards one at a time and don't let him close - Frostbolt from max range; when he gets to you - Frost Nova, step back and Frostbolt again. There are centaurs nearby - don't back up into them.
Careful
↩Head back: turn in 2 quests and pick up 1 new one
The follow-up to Fungal Spores[15] is Apothecary Zamah[15], timed, to Thunder Bluff. Don't take it: the orc route only gets there at 22. The exception is a group for the Wailing Caverns (section).
lvl 16
Meats to Orgrimmar: level 14–16 spells and a wand
A delivery chain for orcs and trolls · mage trainers in the Valley of Spirits
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There are no mage trainers in the Barrens. The delivery chain for orcs and trolls sends you to Orgrimmar and back with experience - the perfect time for your level 14 and 16 spells and a wand.
Katis in the Cleft of Shadow, according to the game files: Smoldering Wand≈ 33 (level 15) and Gloom Wand≈ 39 (level 16). No wand yet? Gloom Wand will last you until 21–22. Don't want to spend the money? A level later The Escape[18] gives you almost the same one (step).
Auction house: Greater Magic Wand (from 13) - the best wand until 26 if you don't have an enchanter of your own.
➶ Level faster
The Meats to Orgrimmar[10] chain is only for orcs and trolls: 1890 experience for a flight you need anyway for the trainer and a wand.
⌂Turn in 4 quests, pick up 5 new ones and visit your trainer
As Frost you can put off both level 16 spells: Flamestrike is for groups, Arcane Missiles is for Arcane. Uthel'nay offers the class quest Report to Anastasia[15] from level 15, but it leads to Undercity, and the route only gets there at 22–23 - you'll take it at 20, on your next visit (step). Not 16 yet? You'll learn the level 16 spells at 20.
Have a group? Now's the time for Ragefire Chasm: the entrance is right here, in the Cleft of Shadow (section). Run it with your group before you fly back.
A 13–18 dungeon right inside Orgrimmar · the best staff until 20
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The entrance is in the Cleft of Shadow. The main reward here is Hidden Enemies[16]: Staff of Orgrimmar (+18 spell power and +6 Intellect), the best staff until 20. No group? Don't take the quests from here. How to play a mage in a group - see the “Dungeons” section.
Troggs and cultists (humanoids) can be polymorphed - agree with your group on which ones. Arcane Explosion only after the tank has gathered the pack and hit it a couple of times. Hit fire elementals with Frost.
How to do this quest - Slaying the Beast
Pull the boss off the stone bridge first: he knocks you up into the lava, and that's instant death.
Kris of Orgrimmar is weaker: +11 spell power versus the staff's +18, and you'd have to learn Daggers too. According to the Forever database Hidden Enemies[16] gives a choice of weapons; in Classic Era players reported that it has no reward - if the quest window is empty, let us know.
Dungeon
lvl 16–18
The Barrens: the Samophlange and the oases
The Sludge Fen, Ratchet, the southern oases and Camp Taurajo
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A big loop: the north (Venture Co. goblins, the Sludge Fen), Ratchet, then the south - the oases, the centaurs, Camp Taurajo. In Ratchet you get the wand Flaring Baton from The Escape[18]. There's no mage trainer in the Barrens: you'll learn your level 18 spells together with the level 20 ones in Orgrimmar.
Don't forget in this section
Echeyakee only appears if you blow the horn at his lair: Echeyakee[16] gives you the horn.
Get the Camp Taurajo flight path now (step): at 20 the route continues from there.
➶ Level faster
Rare mobs in the Barrens can drop “Blessing of Kalimdor” items: two pieces give +5% run speed in the Barrens and Stonetalon Mountains. The chance is 1–4% - don't farm them, but if you meet one, kill it.
⚔︎ PvP
Ratchet is neutral: its guards attack whoever starts the fight. An Alliance player at the flight master - don't hit first.
⚔︎Questing loop: “Echeyakee”, “Samophlange”, “Samophlange” and 3 more
The Escape[18]: pick the wand Flaring Baton (+2 Intellect) from the rewards if yours is weaker; if you have Greater Magic Wand, that one's stronger, so take the pants to sell. Samophlange[16]: a mage doesn't need the hammer or the shield - take whichever sells for more.
Kill the centaurs by the command tent. When Verog the Dervish appears, he shouts a challenge - look for him a bit south of the tent, by the Kolkar chest.
Hezrul Bloodmark walks with two centaur guards, and centaurs are humanoids: sheep one, freeze the other (Frost Nova) and hit him. The leader goes last.
Grimtotem tauren and Venture Co. loggers are humanoids: sheep the second one in a pair. Their casters keep casting even while Frost Nova holds them - kill those first.
⚔︎ PvP
Stonetalon is the first contested zone on the route: on PvP realms your flag turns on here by itself. The Alliance from Stonetalon Peak quests on the same goblins as you. A warrior or a rogue jumps you? Frost Nova and run, then Frostbolt: slowed, they usually can't catch you. You only get Blink at 20, but the orc Hardiness already makes enemy stuns 20% shorter.
She's level 20 and calls harpies for help: clear the ones standing nearby first. Go at her with full mana, Blood Fury with your first spell. A harpy comes to help her? Sheep it.
Careful
↩Head back: turn in 2 quests and pick up 3 new ones
Kill the Grimtotem casters first: they keep casting even while Frost Nova holds them. During the escort, meet the attackers yourself: if two come running, sheep one.
How to do this quest - Protect Kaya
Kaya Flathoof starts walking right after you take the quest. Don't wander off: move about 50 yards away and the quest fails.
At the very end three attack at once: save your defensive abilities and a potion. Hard solo.
Set your hearthstone at the Crossroads. Level 20: next, fly to Orgrimmar - the mage trainer, Teleport: Orgrimmar and the second part of the route (step).
lvl 18–22
Wailing Caverns (with a group)
Dungeon 17–24 · quests in Thunder Bluff, Ratchet and at the entrance
Apothecary Zamah[15] is timed: take it only when you're ready to fly straight to Camp Taurajo and run to Thunder Bluff.
Smart Drinks[18] in Ratchet is only offered after Raptor Horns[18] - turn that one in beforehand.
The cave quests come from Thunder Bluff, Ratchet and the hill above the entrance: collect them before the group forms.
⌂Turn in 11 quests and pick up 9 new ones
!
after travel
The Crossroads, Apothecary Helbrim: accept !Apothecary Zamah[15] - a timed quest. Fly straight to Camp Taurajo and run west through Mulgore to Thunder Bluff.
How to do this quest - Apothecary Zamah
Have the Thunder Bluff flight path? Fly from the Crossroads, that's fastest. If not, the shortest way on foot: south from the Crossroads to Taurajo, west into Mulgore, north along the road to Thunder Bluff and up the elevator.
Drops from:Deviate Hide - Deviate Coiler, Deviate Stinglash, Deviate Creeper and others · Gem of Cobrahn - Lord Cobrahn, Cobrahn Snake Form · Gem of Anacondra - Lady Anacondra · Gem of Pythas - Lord Pythas · Gem of Serpentis - Lord Serpentis · Wailing Essence - Devouring Ectoplasm, Evolving Ectoplasm, Nightmare Ectoplasm and others
Druids of the Fang are humanoids, they heal themselves and cast Sleep: polymorph them. The packs of Deviate raptors are for AoE, but only after the tank. The caverns are long: conjure water for everyone in advance.
Levels 20–30 · 15 sections. They open when you get there.
lvl 20–21
Orgrimmar and the southern Barrens
Level 18 and 20 spells, the teleport to Orgrimmar, Camp Taurajo, the Field of Giants and the elite Chol'aruk
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Level 20 is a mage's big training moment: Blink, Blizzard, Evocation, Mana Shield and new ranks, plus Teleport: Orgrimmar from the portal trainer. So first a short flight to Orgrimmar, then finish clearing the Barrens to 21: Camp Taurajo, the Field of Giants, the elite Chol'aruk (only with a partner). Keep your hearthstone at the Crossroads.
Tusks, heads and adornments only drop while you have the quests - take everything at Taurajo and the Crossroads before you go hunting.
¤ Shopping and useful stuff
Runes for teleports - Rune of Teleportation≈ 10, one per teleport. According to the game files, Horthus and Hagrus sell them in Orgrimmar, and Hula'mahi at the Crossroads. The route uses two runes before 30, three if you go to the Ruins of Lordaeron with a group: buy 5 to be safe.
Cloth from the Bristlebacks and Razormane goes into Wool Bandages or Tailoring. Don't sell the Blood Shard from Bristlebacks: Mangletooth gives you a Spirit buff for them (step).
➶ Level faster
Use Blink on long runs (Taurajo → Thunder Bluff, Undercity → the Sepulcher) - an extra 20 yards every 15 seconds. But in Forever it costs 35% of your base mana: Blink while you're above half mana, and don't reach the mob empty.
The Barrens rares Humar the Pridelord (level 23 elite) and Takk the Leaper drop set pieces: two of them give +5% run speed in the Barrens and Stonetalon. If you see one, don't walk past.
⚔︎ PvP
The Alliance needs Chol'aruk too - they have their own version of the quest. Someone hanging around his camp isn't necessarily a partner. On PvP realms in the Barrens it's the Alliance players who are flagged, not you.
From 20 you have Blink: an Alliance rogue stuns you - Blink, the stun breaks, then Frost Nova and back off. Blink doesn't remove slows: against a warrior, Frost Nova first, then step back. Arathi Basin only opens at 20 on launch: on the beta, according to testers, only the new battleground from 30 works.
All of it together with the teleport is about 254. Short on money? Amplify Magic, Fire Ward and, unless you're Fire, Fireball can wait. Your talent at 20 is the 11th point in a tree (“Leveling talents”); in the main build it's Ice Lance. Conjure a stack of the new water right away and throw out the old: rank 3 restores almost twice as much mana. You'll turn in Report to Anastasia[15] in Undercity (at 22–23); if he doesn't offer it, no big deal - you get the follow-up without it.
Wrongly Blamed, Justly Corrected[23] has a level 23 elite pillager and level 22–23 Alliance soldiers: solo at 20–21 you have almost no chance. The reward for a mage is Traveler's Shawl: +4 Stamina and +5 Spirit.
Letter to Jin'Zil[20] is a letter to Stonetalon; you'll deliver it on the next loop (step).
Take in advanceNew in Forever
⚔︎Questing loop: “Chol'aruk the Ravener”, “Ishamuhale”, “Tribes at War” and 4 more
◎
➜≈ 500 yards east · ~1 min on foot
Northeast of the Crossroads, if you took the quest: Chol'aruk with elite guards - his head, Chol'aruk the Ravener[21]. Ishamuhale doesn't roam: while you have the quest, any zhevra drops a fresh carcass - use it at the withered tree and he comes running. The fang - Ishamuhale[19].
Drops from:Chol'aruk's Head - Chol'aruk
Chol'aruk is a level 20 elite and his guards are elite too: only with a partner. Your job is the guards: sheep one, Frost Nova the rest. Didn't work out? Drop Chol'aruk the Ravener[21]: the quest doesn't unlock anything. Ishamuhale hits hard, but only in melee: Frostbolt from range; when he runs up - Frost Nova, step back and hit him again.
How to do this quest - Chol'aruk the Ravener
The lair is a cave, entrance . Inside are level 18–20 elites, but they're spread out: go around them along the edge and you'll reach him with almost no fights. He has about 5.5k health.
The quest marker points to the Wetlands - that's a beta bug, he's in the Barrens.
Drops from:Bristleback Quilboar Tusk - Bristleback Hunter, Bristleback Water Seeker, Bristleback Thornweaver and others
The rare elite Swinegart Spearhide fears everyone around him - go around him. The Bristlebacks walk in twos and threes: sheep the second, Frost Nova the third. Geomancers keep casting even while Frost Nova holds them - kill them first.
How to do this quest - Lakota'mani
Lakota'mani is a big gray-pink kodo west of the road north of Taurajo. The blue beast east of the road is Owatanka, that's a different quest.
Silithid Swarmers call a bunch of small critters - kill the Swarmers first, and Arcane Explosion takes care of the small fry at your feet. The pillager is too tough? Drop Wrongly Blamed, Justly Corrected[23]: at 29 you can solo it (step). The quest Stepping Stones[24] leads to Stonetalon - you'll turn it in there.
New in ForeverCareful
↩Head back: turn in 6 quests and pick up 3 new ones
Spirit is mana between fights: with it you drink less often. You already have the Blood Shard - they drop from the same Bristlebacks. Don't skip Blood Shards of Agamaggan[21]: without it you won't get Betrayal from Within[25] at 29.
New in Forever
⚔︎Questing loop: “Enraged Thunder Lizards” and “Cry of the Thunderhawk”
Level 20–22 quests on the way through the mountains and the flight path at Sun Rock Retreat - you'll need it at 27. From the Retreat, fly to Camp Taurajo and walk to Thunder Bluff.
Don't forget in this section
You've been carrying Kaya's Alive[18] since level 19 - it's turned in at Sun Rock Retreat (step).
¤ Shopping and useful stuff
Sun Rock Retreat, Jeeda : Rune of Teleportation≈ 10 (according to the game files) - if you're running out of runes.
The goblins in Stonetalon don't trade on the beta: Veenix sells nothing, and Nizzik doesn't even respond (according to player comments).
➶ Level faster
“Frost: Ice Lance”: at 21–23 the build takes Frost Channeling: Frost spells cost 15% less, so you drink noticeably less. “Frost: Blizzard AoE”: by 22 you have Improved Blizzard 3/3 - Blizzard slows by 40%, so you can pull two or three mobs at a time (the “Mage” section, the AoE card). Fire and Arcane: until 25 nothing changes in combat.
⚔︎ PvP
Stonetalon is a contested zone: on PvP realms your flag turns on here by itself. The Alliance from Stonetalon Peak quests at Windshear Crag - on the same goblins as you.
⚔︎Questing loop: “Blood Feeders” and “Arachnophobia”
◎
➜≈ 850 yards northwest · ~2 min on foot
Spiders northwest of Malaka'jin: Deepmoss Creepers in the southern valley and Venomspitters - Blood Feeders[19]. The “Wanted” poster - !Arachnophobia[21]: the elite Besseleth , only with a friend (Arachnophobia[21]).
Spiders are beasts: sheep the extra one. The spiderlings can call a level 22 matriarch: sheep the matriarch, and Frost Nova holds the spiderlings that come running. Besseleth only hits in melee: with a partner, keep her on your partner while you hit from range.
Two rare elites roam here - a Venture Co. overseer and a foreman. Go around them. If the goblin dies, the quest fails: abandon Gerenzo's Orders[22] and take it again when he's back. Doesn't work the second time either? Abandon it and later turn in only Super Reaper 6000[21]. While the goblin works, attackers come in waves of two or three: sheep one, Frost Nova the rest right next to him and Frostbolt them after a step back. As “Frost: Blizzard AoE” - Blizzard on the whole wave.
How to do this quest - Gerenzo's Orders
Two waves: first three level 21 fighters, then two fighters and two casters of level 22–23. Very hard solo at 21 - bring a friend.
Arachnophobia[21]: the reward is Clear Crystal Rod (it's a staff, even though it's called a rod): +14 spell power and +5 Intellect, stronger than Wind Rider Staff. Didn't manage the spider? Keep the quest: you're back here at 27 (step), and by then you can handle Besseleth solo.
The next quest in the chain, Wet Job[32], leads to Loch Modan in Alliance land - don't take it.
How to do this quest - Cycle of Rebirth
The seeds are small brown cones on the ground around the lake, at about six spots. Turn down grass density in the graphics settings and they become visible.
You'll take the follow-up (New Life[25]) at 27 - right now it would just take up space in your log.
➜
Sun Rock Retreat, Tharm: fly to Camp Taurajo, then walk to Thunder Bluff (step).
Want another 6–7 thousand experience and the Zoram'gar flight path? Visit western Ashenvale first (optional). Leveling without a group? Definitely go: you won't have dungeon quests, and the experience will come in handy. Did the Wailing Caverns? Then you already have the Thunder Bluff flight path: fly straight to Thunder Bluff (step).
lvl 22
Western Ashenvale (optional)
New Forever quests and the Zoram'gar flight path
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About 6–7 thousand experience and the Zoram'gar flight path (useful for Blackfathom Deeps). Skipping it now? You'll get the flight path at 28.
Don't forget in this section
Be sure to get the Zoram'gar flight path: you'll need it for Blackfathom Deeps.
Did the Wailing Caverns? Then you already have the Thunder Bluff flight path: fly straight to Thunder Bluff (step).
lvl 22
Thunder Bluff: level 22 spells
Magatha's chain, the mage trainers on Spirit Rise, the teleport to Orgrimmar and the zeppelin
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On foot from Camp Taurajo through Mulgore to Thunder Bluff: this is where you turn in The Elder Crone[18], which you've been carrying since level 19, and the trainers on Spirit Rise teach your level 22 spells. Then Teleport: Orgrimmar - 10 seconds instead of a long flight - and the zeppelin to Undercity.
Don't forget in this section
You'll turn in Journey to Tarren Mill[18] on the Hillsbrad loop at ~25 - keep it in your log.
The tower by the Orgrimmar gates has two zeppelins: you want Frezza - to Undercity. Snurk Bucksquick goes to Grom'gol.
Spirit Rise has its own mage trainers: Thurston Xane teaches everything the Orgrimmar ones do. From here to 30 the route brings you to a trainer on its own: Undercity at 24 and 26, Thunder Bluff at 28 and 30 - no need for special trips to a capital.
➜
after travel
From Camp Taurajo, head west along the road into Mulgore and then north to Thunder Bluff: by our estimate, 6–7 minutes on foot, using Blink on cooldown while you're above half mana. Tal : flight path.
⌂Turn in 4 quests, pick up 3 new ones and visit your trainer
Frost Ward comes in handy at 23 against the Dalaran mages (step): they hit with Frost. Scorch is only for Fire. Short on money? Put it off, and if you level as Frost solo, Arcane Explosion too: it's for dungeons and the “Frost: Blizzard AoE” build. Not 22 yet? You'll learn them in Undercity (step).
Class
➜
after travel
Teleport: Orgrimmar - and you're in Orgrimmar. The zeppelin tower outside the gates has two zeppelins. Frezza sends you to Undercity - that's yours. Snurk Bucksquick goes to Grom'gol (Stranglethorn Vale) - not that one.
Not sure? Talk to the zeppelin master: he'll tell you where his zeppelin goes. While you wait, conjure food and water for the next leg.
lvl 22–23
Undercity: the teleport and the class quest
Hearthstone, the teleport to Undercity, the alchemist shop and the Shadowfang quest
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The zeppelin lands in Tirisfal, next to Undercity. Here you get your hearthstone, Teleport: Undercity and the next part of the class quest right in the city: Report to Anastasia[15] → Investigate the Alchemist Shop[16]. Dungeons are done in a group of five: no group - don't take The Book of Ur[26], or it'll just sit in your log. You'll take the Ruins of Lordaeron quests right before the run (at 24). Without dungeons you'll fall about 2 levels behind (by our estimate from beta data, the dungeon quests at 22–29 are worth about 75 thousand experience): western Ashenvale, Dangerous![28] in Hillsbrad (step), the southern Barrens and the backup quests in Thousand Needles (step) cover part of it, and you'll make up the rest with mobs along the way.
Bank - Mortimer Montague : take out the 10 Linen Cloth if you put them away at 12. The bank is shared across all cities, so the linen from Orgrimmar is here too. Didn't save any? Auction house.
Zane Bradford : according to the game files - the same wands that Katis sells in Orgrimmar.
➜
The zeppelin lands in Tirisfal, not far from Undercity: follow the road to the ruins of the capital, then take the elevator down into the city.
You'll need your hearthstone at the end of Hillsbrad: from Dun Garok straight to the trainer at 26 (step). And you get from Undercity back home by teleport - no more zeppelins.
Didn't take Report to Anastasia[15]? No big deal: she gives Investigate the Alchemist Shop[16] without it. According to Questie, the level 15 chain is only offered to undead and trolls, but Wowhead Forever lists orcs too: if she doesn't give you the quest, let us know and don't collect the gems at Ambermill. Didn't learn your level 22 spells in Thunder Bluff? The mage trainers are right here, next to her.
Class
⚔︎Questing loop: “Investigate the Alchemist Shop”
◎
➜≈ 500 yards southwest · ~1 min on foot
The Apothecarium , four spots close together: read the scroll and Rift Spawn appears. Hit the creature until it stops resisting, then use the chest - a filled coffer is left behind, pick it up. You need 3 - Investigate the Alchemist Shop[16].
The order is the same as in Classic but hasn't been tested on the beta: if something's different, check the quest text in your log. The creatures are level 16–17 and come one at a time: you're 22, so the fights are short.
Class
↩Head back: turn in 1 quest and pick up 2 new ones
Walk to Silverpine: from Undercity take the road southwest through Tirisfal to the Sepulcher. You can only get the Sepulcher flight path by reaching it on foot.
lvl 23–24
Silverpine
The Sepulcher, Ambermill, Beren's Peril and new Forever quests
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It's an orc's first time here, but skip the early Silverpine quests: they give little experience now. Take the level 20–22 quests around the Sepulcher. At Ambermill you also collect the gems for Gathering Materials[15].
Wool Cloth from the Dalaran mages and refugees goes into Tailoring and Wool Bandages; sell the extra at the auction house.
➶ Level faster
Fly, don't run: Undercity ↔ the Sepulcher is about 2 minutes by air, the Sepulcher ↔ Tarren Mill about 1.5 (once you have the Tarren Mill flight path).
Drops from:Dalaran Mana Gem - Dalaran Apprentice, Dalaran Watcher, Dalaran Wizard and others
Dalaran mages keep casting even while Frost Nova holds them, and they hit with Frost: Frost Ward cast before the fight absorbs that damage. Lure them behind a house or a tree - they'll come to you; sheep the second one. Dalaran Spellscribe (rare, level 21) freezes you and calls for help; protectors summon snakes. Fewer than 6 gems? Kill a couple more mages right here.
They drop a Note Scrap - it starts The Offering Stone[23], a new Forever chain. Don't start it: it isn't part of the route, and its last fight is elite.
New in Forever
◎
➜≈ 650 yards southwest · ~1.5 min on foot
Pyrewood Village : 5 Haggard Refugees and 5 Sickly Refugees - Stop the Spread[20].
According to beta data, dungeon quests in Forever give 2–2.5 times more experience than normal ones - the three keep quests are worth it. After that, everything depends on a group for the Ruins of Lordaeron: if you have one, teleport from the Sepulcher to Undercity (step); if not, go from the Sepulcher straight to Hillsbrad (step), and do Gathering Materials[15], your level 24 spells and The Book of Ur[26] (if you went to the keep) in Undercity at 26 (step).
Drops from:Head of Arugal - Archmage Arugal, Arugal
Worgen are humanoids: before the pull, agree with the tank on who you'll polymorph. Worgs attack in packs - AoE only after the tank; Remove Lesser Curse removes curses from the group. The blade for the rare Comprehension scroll drops from Baron Silverlaine, according to testers (see the “Mage” section).
After the Ruins you'll turn in Gathering Materials[15] right here and learn your level 24 spells (step). No group for the Ruins? Don't teleport: go from the Sepulcher straight to Hillsbrad (step), and do all of this in Undercity at 26 (step).
DungeonNew in Forever
lvl 24–25
Ruins of Lordaeron and the trainer at 24
A new Forever dungeon above Undercity · the class robe and level 24 spells
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A group of five, six bosses in any order. The quests are level 21–22, and dungeon quests in Forever give 2–2.5 times more experience than normal ones - one of the most rewarding stops at 20–30. The main reward here is Gnarled Necromancer's Staff, the best staff on the route (from The Wrath of Rath'mael[22]). After the Ruins, in Undercity - Gathering Materials[15] → Spellfire Robes[15] and the trainer at 24. No group for the Ruins? Go from the Sepulcher straight to Hillsbrad (step).
Before going in, conjure water for the whole group and buff everyone with Arcane Intellect. Out of mana while the group is already running to the next pack? Evocation (8-minute cooldown) instead of drinking.
⚔︎ PvP
The Alliance has quests in the Ruins of Lordaeron too - their groups run across all of Tirisfal to the gates of Undercity. This is your land with guards nearby: on PvP realms it's their flag that's up, not yours.
Drops from:Intact Limbs - Skeleton, Cadaver, Ragged Ghoul and others
The Ruins are almost all undead, and Polymorph doesn't work on them: your job is damage. Blizzard and Arcane Explosion once the tank has gathered the pack and hit it 2–3 times; Frost Nova - only if the pack runs at the healer.
DungeonNew in Forever
⌂Turn in 11 quests, pick up 4 new ones and visit your trainer
Also learn Frost Blast here from 24: a 1.5-second cast and a 40% slow help you get your distance back. Counterspell is a must: it interrupts a spell and locks that whole school for 10 seconds - use it on mob healers and casters first. Fireball is for Fire, Arcane Missiles for Arcane, Flamestrike for dungeons, and Dampen Magic can wait. Took the Pyroblast talent? Its rank 2 costs 2. Not 24 yet? You'll learn them here at 26 (step).
Cloth bracers: +4 Stamina and +3 spell power. The other reward is a dagger - sell it.
DungeonNew in Forever
!
next - Hillsbrad Foothills
The road southeast into Hillsbrad Foothills: Deathstalker Lesh at the border - accept !Time To Strike[20]. Then follow the road east to Tarren Mill.
lvl 25–26
Hillsbrad Foothills
Tarren Mill, Durnholde Keep, the Hillsbrad fields and a wand for “Dangerous!”
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Tarren Mill is the Forsaken stronghold in Hillsbrad: this is where you turn in Journey to Tarren Mill[18], which you've been carrying since level 22. A mage also gets a wand here: Dangerous![28] rewards Charred Wand; three of its targets are in the fields where you're questing anyway, and the fourth - Miner Hackett (29) - is in the mine to the south (step). Don't go into Southshore (Alliance) - it has guards.
Your hearthstone is set in Undercity: from Dun Garok, the last stop of this section, use it to go straight to the trainer at 26 (step) - don't run back through Silverpine.
The database shows no teleport runes for sale in Tarren Mill - Hannah Akeley in Undercity sells them (according to the game files).
◈ Loot along the way
Wool Cloth from the Hillsbrad humans - for Tailoring and Wool Bandages; sell the extra at the auction house.
➶ Level faster
If you level with “Frost: Blizzard AoE”: the farmers, farmhands and peasants in the fields only hit in melee and stand in groups. Gather two or three, Frost Nova, move 10–15 yards away and Blizzard. You'll learn Cone of Cold at 26 (step); until then, freeze the ones that reach you again (Frost Nova) and step back. In Classic this was an AoE mage spot; it hasn't been tested on the beta. In the other builds your Blizzard doesn't slow - fight one at a time: Frost Nova and step back.
Talents at 25: “Frost: Ice Lance” - Shatter, you almost always crit a frozen target, so the Frost Nova → Ice Lance combo hits even harder; “Frost: Blizzard AoE” - Ice Block in case a pull goes wrong; “Fire: Pyroblast” - Heating Up; “Arcane: Arcane Blast and Wand” - Missile Barrage.
⚔︎ PvP
Tarren Mill versus Southshore is the classic faction war. In Forever the Alliance quests here from 21 to 30 and goes to the town hall in Hillsbrad Fields - the same place where you kill the farmers and look for the targets of Dangerous![28]. A rogue stunned you? Blink, Frost Nova and back off; Counterspell interrupts heals and long casts, if you've learned it already.
On the beta a chase often breaks off at a zone border: the player jumps into another layer of the world and vanishes. Running away - run for the border; chasing - don't follow across it.
According to beta data, the exact spot where Deathstalker Masoj stands is still being confirmed - follow the quest marker. South of the vantage point, in Dun Garok itself , there are level 28–30 dwarves, and the riflemen shoot from range: approach the vantage point from the north and don't go down.
How to do this quest - Scout Support
According to a tester's comment, the quest only opens after the second “Battle of Hillsbrad” (level 25): if High Executor Darthalia doesn't offer it, turn that one in and ask again. Deathstalker Masoj himself stands alone on a hill north of Nethander Stead .
The peaks, according to testers' comments: on the hills above Dun Garok , on the plateau above Durnholde , and above the yeti cave , not inside it. Level 33 mountain lions roam by the third one - approach carefully.
Drops from:Vial of Innocent Blood - Syndicate Shadow Mage
The Syndicate stand close together - pull them one at a time from the edge and sheep the second one. Shadow mages keep casting even while Frost Nova holds them: kill them first. If you visited the trainer at 24 (step), Counterspell interrupts their casts.
How to do this quest - The Rescue
The keys aren't interchangeable, the pairs are “jailor → prisoner”: Jailor Eston → Drull, Jailor Marlgen → Tog'thar. The jailors spawn near the prisoners, sometimes on the road to them.
The key says “Failed!” - that's normal, click again.
Hillsbrad Footmen shield bash and interrupt your casts - slow them and keep them at range, and don't pull them into an AoE pack. There are guards in the town hall nearby: pull them one at a time. Don't go into Southshore.
CarefulClass
↩Head back: turn in 2 quests and pick up 3 new ones
Drops from:Hillsbrad Human Skull - Farmer Ray, Syndicate Shadow Mage, Syndicate Rogue and others
Miner Hackett is level 29, 3–4 levels above you: more misses and resists. Start with full mana, sheep the miner next to him, Blood Fury with your first spell; when he gets close - Frost Nova and step back. Can't do it at all? Drop Dangerous![28]: the route doesn't come back here.
How to do this quest - Elixir of Pain
Once you make Stanley drink, he turns into a level 24 monster. Kill him - about 700 experience. Clear the farmers and footmen around him first.
With a staff, both rewards are for selling: take the one that sells for more. Fighting with the dagger Quilboar Toothpick? Take Expended Apothecary Vial for your off hand: +3 Intellect and +3 Spirit.
New in Forever
lvl 26
Undercity: the trainer at 26 and home
Hearthstone to Undercity, level 26 spells, teleport to Orgrimmar
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Hillsbrad is done - hearthstone to Undercity for the trainer at 26, then home with Teleport: Orgrimmar: no zeppelin needed.
Don't forget in this section
Home by teleport to Orgrimmar - no zeppelin needed: make sure you have Rune of Teleportation in your bags.
⚔︎ PvP
From 24 you have Counterspell: against priests, shamans, warlocks and mages, interrupt a heal or a long cast and that whole school is locked for 10 seconds. It's useless against rogues and warriors - there Frost Nova, Cone of Cold and Blink save you.
Cone of Cold slows everything in front of you by 40% for 6 seconds: the freeze wore off - cone, step back, Frostbolt. If Anastasia Hartwell offers you Speak with Deino, the robe chain has been opened to orcs: let us know and we'll add it to the route. While you're here, sell the wool and everything else you don't need at the auction house, and if you didn't get Charred Wand, look for Lesser Mystic Wand there (level 26, 25.4 DPS).
Out of runes? Hannah Akeley in the Magic Quarter (in the game files).
lvl 26–27
Thunder Bluff and Stonetalon again
The Ashenvale Hunt, turn-ins in Thunder Bluff, Sun Rock Retreat, the Charred Vale
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The Sun Rock Retreat chains lead into Ashenvale and Thousand Needles - so the mountains first, then the forest. Along the way you do two quests from Thunder Bluff.
Don't forget in this section
Cenarius' Legacy[25] → Ordanus[29]: the target of the second quest is in Ashenvale. Take it while you're here.
The fire elementals of the Charred Vale barely take Fire damage, and you can't sheep them: hit them with Frost, one at a time. Fire Ward (if you learned it at 20) absorbs their damage.
⚔︎ PvP
The Alliance has its own quest on the same Bloodfury harpies, and their Stonetalon Peak is close by. Alliance rogues wait until you're tangled up with a couple of harpies - pull them one at a time and keep Blink and Frost Nova ready.
⚔︎Questing loop: “Pigments for Paints”, “Cenarius' Legacy”, “Elemental War” and 3 more
◎
➜≈ 800 yards north · ~2 min on foot
Mirkfallon Lake : Mirkweed Pods - 30 of them in the water and on the shore, Pigments for Paints[26]. There are no mobs at the lake.
New in Forever
◎
➜≈ 1100 yards northwest · ~2.5 min on foot
Stonetalon Peak in the north : 4 each of Sons of Cenarius, Daughters of Cenarius and Cenarion Botanists - Cenarius' Legacy[25].
Daughters of Cenarius heal themselves - Counterspell interrupts their heals. The Cenarion mobs stand in twos and threes: pull them one at a time. The rare elite Sorrow Wing (27) flies around here - it drains health.
Harpies are humanoids: sheep the second one. Bloodfury Slayers can execute you when your health is low - kill them first. Go around the rare elite Sister Riven (28).
How to do this quest - Harpies Threaten
The harpies are grouped by type: normal ones - (an elite harpy nearby), Ambushers - , Roguefeathers - . The Slayers roam and will find you themselves.
Splintertree Post, Thistlefur, Zoram'gar · the best wand before 30
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Splintertree Post is a big Horde quest hub. The eastern loop first, then Zoram'gar and, if you have a group, Blackfathom Deeps: Blackfathom Villainy[27] from there gives Gravestone Scepter, the best wand before 30. You'll also finish The Sacred Flame[25] from Thunder Bluff here.
Don't forget in this section
Je'neu Sancrea : take the Blackfathom Deeps quests only on the day you go - otherwise they clog your log.
Leave Sharptalon (level 31) from the Ashenvale Hunt alone for now - that's for 31+.
You'll turn in Ordanus[29] at Sun Rock Retreat on your next visit (at 30+): The Den[29] still lies ahead.
◈ Loot along the way
Cloth from satyrs and furbolgs - Wool Cloth and your first Silk Cloth: for Tailoring, bandages or the auction house.
➶ Level faster
Your hearthstone is in Splintertree Post: use it to get from Zoram'gar back to the Foulweald (step) instead of walking across the whole forest.
⚔︎ PvP
Astranaar is the main Alliance camp for 17–32, and their Silverwing Outpost sits right below Splintertree Post. The classic: raids on Astranaar and the counter-raids on Splintertree. Being chased? Run to the Splintertree guards, and Cone of Cold will hold off the pursuit.
⌂
next - Ashenvale
Splintertree Post: Vhulgra - flight path; Innkeeper Kaylisk - set your hearthstone in Splintertree.
Je'neu of the Earthen Ring[27]: pick Soft Willow Cape from the rewards, +5 Intellect. No Zoram'gar flight path? It's about 8–10 minutes on foot (an estimate); give Astranaar a wide berth: the Alliance guards will attack.
⚔︎Questing loop: “Between a Rock and a Thistlefur”, “Troll Charm” and “Freedom to Ruul”
Clear the way to the village exit before the escort - you'll be attacked on the way. Furbolgs are humanoids: sheep the second one. Shamans heal themselves - Counterspell interrupts their heals.
How to do this quest - Troll Charm
In the cave the mobs stand in twos and threes and respawn quickly - watch your back. The charm chests respawn quickly too: you can circle one hall.
The furbolgs come in twos and threes: sheep one, Frost Nova the rest and cast Frostbolts as you step back; as “Frost: Blizzard AoE” - Blizzard on the whole wave while it's frozen. Start with full mana.
How to do this quest - King of the Foulweald
First kill the furbolgs around the mound. Then stand on the mound and use the banner from your bags.
After the banner, two always come, and Chief Murgut appears on a timer, not after they die. Don't waste cooldowns on the first two.
Half the dungeon is underwater: watch your breath bar and only fight in the water near the air bubbles. Naga are humanoids, so you can sheep them; Counterspell interrupts the priests and oracles who heal.
Turn-ins, the Gravestone Scepter and the trainer at 28 · a new Forever camp on Skywatcher Plateau
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Turn-ins of the Stonetalon and Ashenvale quests, the trainer at 28 - and something new in Forever: in northwestern Mulgore, above Thunder Bluff, an Earthen Ring camp on Skywatcher Plateau. Three level 30 quests worth ~2.5 thousand experience each, and the level 27–29 mobs are spiders - that is, beasts: you can sheep them.
Don't forget in this section
The Broodmother[31] is an elite level 31 spider: group only. No group? Don't take it - the quest doesn't unlock anything.
⌂Turn in 4 quests, pick up 6 new ones and visit your trainer
Conjure Mana Agate is mana in the middle of a fight (375–425): conjure it right away and keep it in your bags. Arcane Intellect is a must. Blizzard - for “Frost: Blizzard AoE”, Mana Shield and Scorch - optional. Not 28 yet? You'll learn them here at 30 (step).
Thunder Bluff has two elevators - on the southwest and northeast sides. The plateau is northwest of the bluff: take either one down and go around the bluff (which elevator is closer hasn't been checked yet).
New in Forever
⚔︎Questing loop: “Defending the Dead”, “Stronger than Steel”, “Talkin' bout Toxins, Mon” and “The Broodmother”
The spiders move in packs: pull from the edge, sheep the second one, and Frost Nova or Cone of Cold the ones that run up. As “Frost: Blizzard AoE” - Blizzard on the pack while it's frozen.
The Broodmother[31]: the reward is Transformative Cocoon: it absorbs damage and stuns you for 5 seconds, then gives +60% speed for 8 seconds. Good for escaping.
New in Forever
➜
Back to Thunder Bluff by the same elevator. Tal: fly to Camp Taurajo.
Is your level 29 experience bar less than half full? Do the Southern Barrens first (about 15 thousand experience, by an estimate), otherwise Thousand Needles might not be enough to reach 30.
lvl 29–30
Southern Barrens and Razorfen Kraul (optional)
Razormane camps, Bael Modan, a dungeon
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About 15 thousand experience near Taurajo, on the way to Thousand Needles. Useful if you're short of 30 or you've got a group for Razorfen Kraul.
The soldiers are humanoids: sheep the second one. Open on the pillager with full mana, Blood Fury with your first spell, and keep Frost Nova ready: at 29 you can solo him.
For a mage - Snake Hoop: +5 Intellect and +6 spell power. The boars and quilboar come in packs - the best AoE spot before 30, but only after the tank; quilboar can be sheeped.
How to do this quest - Willix the Importer
Don't run far ahead and don't fall behind: the quest fails even if he makes it out. You don't need to kill bosses for the quest.
Freewind Post, the Galak centaurs, the sacred flame · spells and a teleport in Thunder Bluff
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This is where you finish level 30, then a short flight to Thunder Bluff: the trainer at 30 and Teleport: Thunder Bluff. Set aside about 640 for 30: the spells are 80 each, 560 for all of them, and the teleport is another 80. The rest of Thousand Needles is already part of 30+.
Don't forget in this section
Set your hearthstone at Freewind Post and get the flight path there.
Alien Egg[26]: the egg is in one of three places: , or .
Set your hearthstone at Freewind Post: it brings you from Thunder Bluff straight back here, to the 30+ quests (step). From 30 you also have Teleport: Thunder Bluff: keep your hearthstone out in the field and teleport to any of the three Horde capitals.
⚔︎ PvP
Level 30 - battlegrounds. On the beta the new battleground Darkspear Islands, 15 vs 15, opens at 30. The battlemasters in the capitals queue you - Gruga Bloodblade in Orgrimmar and Rugbul Boomfirst in Undercity - and there's also a portal in the Darkspear Raiders camp north of Ratchet . Don't fall into the water - testers complain about sharks.
Thousand Needles is contested, but the Alliance has almost no quests here until 30+ - you can breathe out. From 30 you have Ice Armor: anyone hitting you in melee is slowed by 30% and attacks more slowly - against rogues and warriors it's a mage's best armor.
Galak Windchasers cast spells - start with them; Counterspell interrupts their casts. Centaurs are humanoids: sheep the second one. Thousand Needles is all cliffs: near the edge of a mesa, only press Blink with your back to the drop - it moves you in the direction you're facing.
How to do this quest - Test of Faith
Dorn Plainstalker is in a cave, up a ramp. He takes you to a high ledge.
Jump only from the wooden plank: you'll be brought back before you hit the ground. Jumping from anywhere else is a real death.
The Sacred Flame[29]: neither reward is for you - take the one that sells for more. Not 30 yet? Finish it right here: Cliffwatcher Longhorn now offers Grimtotem Spying[28] - three notes in crates on Darkcloud Pinnacle , in the Grimtotem tauren camp (reward - Desert Shoulders: +5 Intellect and +5 Spirit); Elu - Wind Rider[29]: 10 wyvern eggs at Highperch in the west . Both quests go back to whoever gave them.
What's next (30+): the rest of Thousand Needles, Ordanus[29] → The Den[29] in Stonetalon, the Shimmering Flats, Hillsbrad and the Arathi Highlands, “Excavation Site: Wetlands” and the Scarlet Monastery. At 30 the mage class chain for a wand opens too: according to Wowhead, Ursyn Ghull in Thunder Bluff gives the first quest, Journey to the Marsh. That will be the next part of the guide.
☠︎
Dungeons: what to pick up in advance
Quests offered far from the entrance, and what a mage does in a group
In Forever, experience from dungeon mobs is lower, while dungeon quests are estimated to give 2–2.5 times the experience of normal ones (that's already after the October fix that cut the bonus). Going in without quests makes little sense - collect them in advance, but not earlier than needed: quests “for later” clog your log. In a group a mage brings AoE damage, sheep and water for everyone, and the staves from dungeon rewards beat anything you get solo.
Mage in a group: sheep, AoE, water
Polymorph is your main job. Before a pack, agree with the tank on who you sheep (usually the target with the moon). Polymorph only works on beasts and humanoids - you can't sheep undead or elementals. Any damage wakes the sheep: don't AoE next to it.
AoE only once the tank is ready: the pack is gathered and the tank has hit it 2–3 times. Any earlier and the whole pack runs at you. Arcane Explosion (from 14) and Blizzard (from 20) are a mage's main damage in dungeons.
In a group, use Frost Nova only as a last resort: frozen mobs hit whoever is closest, and that's often the healer.
A mob comes at you? Don't run away from the tank - run toward the tank, so it picks the mob up faster. Frost Channeling (Frost) and Burning Soul (Fire) lower your threat by 30%.
Remove Lesser Curse (from 18) removes curses from the group, Counterspell (from 24) interrupts mob heals and dangerous spells. Orcs also have Shatter Curse: it removes curses from yourself and gives −5% magic damage taken for 8 seconds.
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.
Ragefire Chasm
13–18 · Orgrimmar, Cleft of Shadow · at 16 on this route
For a mage: the end of the chain is Hidden Enemies[16], and the reward is Staff of Orgrimmar, the best staff until 20. Troggs and cultists can be sheeped; hit the fire elementals with Frost. No group? Don't take a single quest from here.
For a mage: the Druids of the Fang heal themselves and put you to sleep - they're humanoids, so sheep them. Packs of deviate raptors are your AoE targets, but only after the tank.
The run itself is at 23–24 (step). Worgs attack in packs - AoE after the tank; Remove Lesser Curse removes curses from the group. Baron Silverlaine drops a blade; according to testers, a rare Comprehension scroll turns it into a sword for mages (see the “Mage” section).
Blackfathom Deeps
24–32 · Ashenvale, Zoram Strand · the key wand before 30
The packs of boars and quilboar are the best AoE spot before 30, but only after the tank. Geomancers and Charlga Razorflank heal themselves - Counterspell interrupts their heals.
✧
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
What Forever changed: orcs can be mages for the first time. Base spell damage is lower (Fireball by 20–33%, Frostbolt by up to 23% from rank 2), but there's more spell power on gear and it works better. Frost Nova hits harder, Arcane Intellect lasts an hour, Cone of Cold slows by 40% for 6 seconds (it used to be 50% and 8). New talents at 20: Ice Lance and Arcane Blast; Ice Block is a level 25 talent and Cold Snap a level 30 one, with a 10-minute cooldown. Low ranks scale worse with spell power and trigger effects less often - cast your highest ranks. Since September 24, wands get no damage from spell power. The new minor skill is Comprehension (see below).
How to kill a mob (Frost, before 20).Frostbolt from range, then a second one while the mob runs at you: it's slowed and takes a while to get there. If it reaches you - Frost Nova (from 10), move more than 10 yards away and keep casting. Almost dead? Use your wand or Fire Blast, not another bolt: spending mana stops your mana regeneration for 5 seconds. A second mob goes into a sheep (Polymorph, from 8). From 20 in Frost: Frost Nova, step back, then Ice Lance on the frozen target while the ice holds. Always keep Frost Armor and Arcane Intellect on yourself, and recast them after you die.
Where an orc trains. 1–6 - Mai'ah in the Valley of Trials. 6, 8 and 10 - Un'Thuwa in Sen'jin Village: Razor Hill has no mage trainer. From 12 - Orgrimmar's Valley of Spirits: Uthel'nay , Pephredo , Enyo and Deino . The Barrens have no trainer: you learn the level 18 spells together with the level 20 ones in Orgrimmar (step). Further along the route: 22, 28 and 30 - Spirit Rise in Thunder Bluff (Thurston Xane ; 22, 28, 30), 24 and 26 - the Magic Quarter in Undercity (Anastasia Hartwell ; 24, 26).
Prices are from the mage page on Wowhead Forever (beta). Training everything up to level 20 costs about 3.7 gold, including the teleport to Orgrimmar; from 22 to 30 it's about 15 gold more, 6.4 of that at 30. Skip what can wait and you'll save a couple of gold. And keep saving: at 40, riding training costs 100 gold (the first mount itself is free).
Three schools for leveling
Almost the same until 20 - the difference starts at 20
Frost - the pick of every beta guide. Frostbolt slows, Frost Nova holds, and from 20 Ice Lance hits several times harder on a frozen target. The safest and fastest tree for solo play.
Fire - more damage per hit, but expensive on mana and with almost no control: for a slow you still have Frostbolt. Pyroblast (the level 20 talent) opens a fight from range, and an orc gets to use Blood Fury before it.
Arcane - +25% wand damage and Clearcasting, plus Arcane Blast from 20. You drink less than anyone, but mobs reach you more often. Without an enchanter you won't have a wand of your own in Durotar until 16–17, so this tree comes alive late.
Level-by-level builds are in the Leveling talents section. Route tips that depend on your tree are marked.
Orc mage: racialsbeta data
Blood Fury - in Forever it's +10% attack power and spell power for 15 seconds, 3-minute cooldown; there's no healing penalty anymore. The bonus is based on the spell power from your gear: before 20 it's small, by 30 it's more noticeable. Press it with your first spell on an elite and in tough fights; as Fire, use it first and follow up with Pyroblast.
Shatter Curse (new) - removes all curses with no immunity afterward, and for 8 seconds you take 5% less magic damage; 3-minute cooldown. Against casters and elite spellcasters it's your shield, and you only get Remove Lesser Curse at 18.
Hardiness - stuns are 20% shorter: useful in PvP against warriors and rogues.
Since October 15, the racial +1% critical strike chance works for mages too, no axe required.
On October 8 Blizzard said the orc and troll active racials might be too strong and promised changes - the numbers may change.
Making your own water and food
A mage's biggest saving
Conjure Water from level 4, Conjure Food from 6. Water ranks come at 4, 10, 20 and 30; food at 6, 12, 22 and 32. Learn a new rank the same day: higher-rank water restores noticeably more.
According to the Forever tooltips, conjured water restores as much as vendor water of the same level: 145, 420, 803 and 1293 mana (ranks 1–4).
How many you get per cast is disputed on the beta: the tooltip promises 20, but one tester at level 30 reports 2. Check it yourself and conjure extra - during flights, on the road, while you wait for a mob.
Conjured items disappear if you log out for more than 15 minutes. You can't sell them - only trade them directly.
Well Fed: cooked food gives +5% experience from kills for 15 minutes, while conjured food doesn't, according to Icy Veins. Keep some cooked food in reserve.
Mana: how to drink less
The main complaint of mages on the beta
The five-second rule: after you spend mana, Spirit-based regeneration waits 5 seconds. So finish mobs with your wand, not a spell.
Cast your highest ranks. In Forever low ranks scale worse with spell power and trigger Frostbite and Clearcasting less often - the Classic habit of “rank 1 for the slow” doesn't work here.
Start a fight at 70–80% mana instead of waiting for full: mana regenerates on the move too. Drink when you're below a third.
Evocation (from 20, 8-minute cooldown) replaces drinking when a tough fight leaves you with zero mana. Conjure Mana Agate (from 28) is mana in the middle of a fight - conjure it in advance.
Polymorph (from 8) only works on beasts and humanoids. A second mob runs up? Sheep it, finish the first one, then the second. A sheep heals quickly - leave it alone until you're ready.
Any damage wakes the sheep: don't AoE next to it. Rank 2 (from 20) lasts 30 seconds instead of 20.
Frost Nova (from 10, 25-second cooldown) freezes everything around you for 8 seconds. Move more than 10 yards away and then attack; damage can break the freeze early.
Casters (Dustwind Storm Witches, Burning Blade warlocks, Razormane Geomancers, Grimtotem Sorcerers) keep casting even while Frost Nova holds them. Kill them first or pull them around a corner - they'll come to you; from 24 - Counterspell.
Blink (from 20) removes stuns and roots. Watch where you're going: teleporting into the next pack or off a cliff is a classic.
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.
Pull melee mobs with no ranged attacks that don't call for help. Avoid casters, archers, and harpies and centaurs that run off to get their friends.
Classic AoE mage spots on the route: the humans in the Hillsbrad Fields (25–27, step; skip the footmen - they shield bash and interrupt your casts) and the packs in Razorfen Kraul (29, with a group). Not tested on the beta.
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.
Until 16: Lesser Magic Wand - Enchanting 10, the auction house or an enchanter friend (step). No quest in Durotar gives a wand.
Each teleport is a 10-second cast, 120 mana and one Rune of Teleportation (≈ 10, stacks to 10). According to the game files, reagent vendors sell the runes: Hagrus and Horthus in Orgrimmar, Hula'mahi at the Crossroads, Hannah Akeley in Undercity.
How this changes the route: Teleport: Orgrimmar replaces the flight from Thunder Bluff to the zeppelin at 22 (step) and the zeppelin itself from Undercity at 26 (step), and Teleport: Undercity replaces the flight from the Sepulcher to Undercity before the Ruins of Lordaeron (step). Keep your hearthstone at the camp where you turn in quests. Two runes before 30, three if you go to the Ruins of Lordaeron with a group.
Group portals only come at 40 (Orgrimmar, Undercity) and 50 (Thunder Bluff). You can't make money on portals before 30.
Slow Fall (from 12) needs Light Feather, and the Forever database has no feather vendor yet - learn it once you find feathers.
Cloth, weapons and stats
What to wear and what matters
From the start an orc mage can use staves, wands and cloth - like any mage. Sayoc in Orgrimmar teaches Daggers, and Archibald in Undercity teaches Daggers and One-Handed Swords. The starting kit is Bent Staff and apprentice gear, the same as a troll mage's.
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.
1: Glyphic Parchment[1] - new in Forever, orcs only: Gornek gives you the parchment, turned in to Mai'ah, Valley of Trials (step). 40 experience and +50 reputation with Orgrimmar.
10: Ju-Ju Heaps[10] - Un'Thuwa, Sen'jin Village: 4 Ju-Ju Heaps on the Echo Isles (step). The reward is Ley Staff or Ley Orb. Speak with Un'thuwa[10] from the Orgrimmar and Thunder Bluff trainers just sends you to him - you don't need it.
In Classic the level 15 chain was only offered to undead and trolls. Wowhead Forever already lists orcs too, but the Questie database doesn't yet: if Anastasia Hartwell doesn't give you Investigate the Alchemist Shop[16], let us know.
A new mage minor skill: scrolls drop from mobs all over the world, and you decipher them. The spell is Comprehend Scroll, taught by Un'Thuwa from level 6 (step); the button is in the General tab of your spellbook.
Blizzard doesn't say what's inside. According to testers: temporary weapon enhancements (a dagger or sword for an hour), damage consumables and a rare “key” scroll: together with a blade from Shadowfang Keep (dropped by Baron Silverlaine) it gives you a “battle mage” sword. This is beta data and may change.
Scrolls can no longer be read on the move. Warcraft Tavern reports that a failed decipher sometimes turns you into a sheep - read them somewhere safe, away from mobs.
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.
Rawrk in Razor Hill teaches it (step), better bandages - Arnok in Orgrimmar. Humanoids along the route drop the cloth anyway.
How not to die
Combos that save you
A third mob with no way out is the main cause of mage deaths. If Frost Nova (and from 20 also Blink) is on cooldown, don't pull the next one.
Always keep Frost Armor on: a mob that hits you gets slowed. It drops when you die - put it back on, along with Arcane Intellect.
A caster mob - fight it head-on or pull it around a corner; a melee mob - Frost Nova and back off.
Before a tough mob - full mana, buffs up and Frost Nova ready. If it goes wrong - Polymorph on one and run to the guards.
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Professions and camping
What to take, where to learn it and what to collect - up to level 30
Tip for a mage: Tailoring + Enchanting, plus Cooking and First Aid. Tailoring makes cloth gear with spell power out of the cloth humanoids drop anyway - and before 15 there's almost no other gear with spell power. Enchanting gives you your own wand (Lesser Magic Wand at skill 10, Greater Magic Wand at 70), and the tailored gear you don't need gets disenchanted. Both professions are taught in Orgrimmar at 12. If someone in your group is an enchanter who makes wands for everyone, take gathering professions for gold: Herbalism and Skinning or Mining.
Greater Magic Wand: Enchanting 70, essences and Simple Wood. The materials cost about 15 silver - skill is the only thing holding you back.
New in Forever: according to the game files, enchanting supply vendors carry Lesser Magic Essence and Strange Dust - in Orgrimmar, Kithas ; stock is limited. Check on the spot whether they sell them on the beta; if they do, buy some every time you're in town.
The wand binds when equipped: a friend can make it and pass it to you - it only binds once you put it on.
For a mage: Tailoring - a faction banner (+Spirit), Herbalism - an incense candle (+Intellect), First Aid - a first aid kit (+Stamina).
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% experience from kills, and conjured food doesn't - so a mage needs Cooking 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
A mage minor skill, like Cooking: it doesn't seem to take up a profession slot. You decipher the scrolls from mobs yourself (Comprehend Scroll). Details are in the “Mage” section.
What to collect
Cloth: Linen Cloth at 1–20, Wool Cloth at 20–30 - from humanoids. It goes into Tailoring and bandages; sell the extra at the auction house. Linen Cloth: put 10 in the Orgrimmar bank at 12 - the class quest Gathering Materials[15] asks for them at 23.
Meat goes into Cooking; sell gray items to a vendor at every stop.
New in Forever: a Durotar Supply and Logistics camp near the Crossroads. Fill the crates you find in the world with materials and turn them in for a currency; according to beta data, it also buys patterns for cloth gear.
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, on the other hand, costs more than for many classes: about 3.7 gold up to 20, teleport included, and about 6.4 gold at 30. Don't train everything: what can wait is listed in the “Mage” section.
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.
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What's new in Forever
Only what matters for this route
Beta data (build 1.60.1, as of October 16, 2026, beta level cap 30): the Wowhead Forever database, Forever and Classic spell tooltips, Blizzard's mage class overview, the Questie database and the RestedXP route for Forever. Things may change before the November 4 launch.
Orc mage: a new combobeta data
Orcs can be mages for the first time - one of six new race and class combos in Forever. The starting kit is the same as a troll mage's, and the spells are the same as any mage's.
Your own first quest is Glyphic Parchment[1]: Gornek gives you the parchment, turned in to Mai'ah, Valley of Trials. There are no other new mage quests for orcs at 1–30.
Ice Block - the 16th Frost point (level 25), Cold Snap - the 21st (level 30), 10-minute cooldown.
Aimed at farming and big AoE pulls, in Blizzard's own words: Cone of Cold slows by 40% for 6 seconds, Improved Blizzard by 40% at most. Low ranks trigger Frostbite and Clearcasting less often.
Base spell damage is lower, but spell power on gear hits noticeably harder - collect it. Since September 24, wands get no damage from spell power. The mage's new minor skill is Comprehension.
Orc: racial abilitiesbeta data
Blood Fury now boosts spell power too, with no healing penalty; the new racial is Shatter Curse, against curses and magic. What they give a mage - see the “Mage” section, the “Orc mage: racials” card.
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.
Horde territory on the 1–20 route: Durotar and the Barrens. Contested: Stonetalon (from 18), then Hillsbrad, Ashenvale and Thousand Needles.
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 is the most talked-about combo of the beta, and testers are asking for a nerf. Casting Arcane Intellect on a PvP-flagged player flags you too - on “Normal” rulesets as well. Against an enemy warlock - Shatter Curse.
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.
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Tips and common mistakes
Where to train, the hearthstone, dangerous mobs, what not to forget
1 - Valley of Trials. Around 7.5 - Razor Hill: you get through northern Durotar and Orgrimmar without the hearthstone. Around 12.8 - the Crossroads, until 22. At 23 - Undercity: to get back from Dun Garok (step). At 27 - Splintertree Post, at 29–30 - Freewind Post.
From 20 you also have Teleport: Orgrimmar, from 23 Teleport: Undercity (only taught in Undercity), and from 30 Teleport: Thunder Bluff: keep your hearthstone at the camp where you turn in quests, and teleport to the capitals. On the route: Thunder Bluff → Orgrimmar at 22, the Sepulcher → Undercity at 24, Undercity → Orgrimmar at 26. Don't forget the runes - Rune of Teleportation.
For short distances - a death run. Almost free until level 10; from 11 - “Resurrection Sickness” and -25% durability.
They keep casting even while Frost Nova holds them: Dustwind Storm Witches, the Burning Blade, Razormane Geomancers, Grimtotem Sorcerers. Kill them first or pull them around a corner.
Stonetalon: the elite Besseleth (without a partner - at 27), the rare Venture Co. elites at Windshear Crag. Hillsbrad: the Syndicate shadow mages in Durnholde, Miner Hackett (29) in the mine - the target of Dangerous![28]. Ashenvale: Keeper Ordanus with two guards, Eck'alom.
Common mage mistakes
Waiting for a mage trainer in Razor Hill - there isn't one. 8 and 10 - Sen'jin, from 12 - Orgrimmar.
Didn't upgrade your water rank - you drink longer and more often. Learn new water and food ranks the same day.
Finishing mobs with a spell instead of your wand - your mana doesn't regenerate for an extra 5 seconds.
Frost Nova won't help against a caster: it keeps casting while rooted.
A third mob with no way out: Frost Nova is on cooldown, and you haven't learned Blink yet.
Broke your own sheep with AoE - or tried to sheep an undead mob, a demon or an elemental.
The Classic habit of casting rank 1 just for the slow - Forever punishes it.