An orc shaman levels to 30 with a two-hander and totems, and an orc gets +1% crit to everything with any weapon - both attacks and spells. A step-by-step route for WoW Forever: Durotar with the new Forever quests, the Barrens, Stonetalon Mountains, the Eastern Kingdoms, Ashenvale and Thousand Needles. Where to get all four totems (Earth Totem, Fire Totem, Water Totem, Air Totem), what to hit things with along the way, what level gives you Ghost Wolf and how to keep your mana from running dry.
!Accept quest?Turn in quest◎Complete➜Travel✦Class trainer⚒︎Professions☠︎Dungeon⌂Hearthstone¤Purchase★Tip⌖Clicking coordinates copies a /way command for TomTom, Shift+click copies the built-in /mappin pin (no addons)
⚙︎
Addons
What to install from CurseForge for Forever: the useful and the fun
Maps inside dungeons:Dungeon Crawler Forever shows floors, passages, bosses and quests. Open it with /dm. Its data changes with the beta: double-check quest requirements in game. More conveniences, screenshots and highlight commands - in the useful addons guide.
How to install. In the CurseForge app, add the game with the “+” button and point it to your Forever client folder - a Forever tab appears. Manually on the beta: the _classic_beta_\Interface\AddOns folder. Addons for regular Classic won't work - you need a file marked Forever (1.60.1). ★ - our pick.
Already in the game - no addon needed: coordinates on the map and minimap (turn them on in the settings), quest objectives on the map (the “Enhanced” template at first login, or the quest objectives option), a damage meter, a swing timer, the Cooldown Manager, one combined bag, an equipment manager and a modern auction house. Not in the game: a threat meter, markers for quests you haven't picked up yet, and a /way command.
Quests and map
★ Questie - who gives quests and where the objectives are, on the map and minimap. It still lacks some of the new Forever quests.
★ TomTom - an arrow to a point. The coordinates on this site copy as a /way command for it.
★ Leatrix Maps - reveals unexplored parts of the map, shows dungeon entrances, and the map can be enlarged.
Forever Quest Tint - tints the text of new Forever quests, so you see at a glance what's new.
Conveniences
★ Leatrix Plus - auto quest turn-in, junk selling, repairs, fast loot and dozens of small things. There's a separate version for Forever.
★ Baganator - proper bags and bank: the built-in combined bag can't be moved. A similar one - Bagnon.
★ Auctionator - posts auctions quickly, remembers prices and shows them in tooltips.
★ Platynator - draws neat bars above mobs and marks the ones you need for a quest. Very handy while leveling.
Professions
★ GatherLite - herbs, ore and fish on the map: it already ships with more than 26 thousand points made for Forever.
GatherMate2 - the same, but it only remembers points as you gather them yourself.
For fun: voiceover and dialogue
★ Spoken - English voiceover for quests, books and zones. On the Forever forums it gets the most praise: “like an audiobook”. More in the addons guide.
★ Immersion - movie-style NPC dialogue instead of the usual quest window.
Optional
Details! or ThreatClassic2 - threat in dungeons: the built-in damage meter doesn't show it.
Easy Experience Bar - experience per hour and how much is left to the next level.
Dungeon Journal - dungeon quests and loot: Forever has no dungeon journal of its own.
WeakAuras has no Forever version; use the fork ForeverAuras instead (it can do what the built-in Cooldown Manager sees).
For mail, instead of Postal try Forever Mail: recipient picker, mail history and attachment lists. More in the general addons guide.
Zygor and ElvUI aren't installed through CurseForge.
Combat “helpers” that do calculations are banned in Forever, as in the modern game: addons may display, but not calculate.
For shamans
Forever's built-in totem bar already shows the totems you've placed and their timers, and a right-click removes a totem. The addons below add what it's missing.
Alchemy_ShamanTotemTimers - countdown numbers right on the built-in totem bar: the color changes as a totem runs out of time, and the icon pulses for the last 5 seconds. Made for Forever (file 1.60.1), fewer than 300 downloads so far.
Shaman Alert Forever - reminds you which element has no totem down and when your shield (Lightning Shield) has dropped, with an optional sound. /sa test - preview, /sa help - all commands. Forever 1.60.1 file from October 9; it doesn't notice a lost shield in combat yet.
✦
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 “Enhancement: Two-Hander”. Every beta guide recommends it (Method, wowforeverbuilds, Mobalytics): a shaman levels to 30 with a weapon, and lightning spells in Forever are weaker than in Classic. This build suits an orc best of all: the racial +1% crit works with any weapon, and in Forever Blood Fury boosts both attacks and spells. You can reset your talents at a shaman trainer - Kardris Dreamseeker in Orgrimmar; according to beta data it costs 1 if you haven't reset in a while. Hover a talent for its Wowhead tooltip; the button at the bottom opens the build in the Wowhead calculator with the same order.
Enhancement: Two-Handermain0 / 21 / 0Crit, attack power from Intellect, an instant wolf by 20 and cheap shocks. The order matches wowforeverbuilds and Method's advice; Stormstrike at 25.
Cons: until 20 your mana drains fast, and at 18–19 two points “wait” for the wolf. On the beta the Stormstrike tooltip still says “requires level 40”, although testers at the level 30 cap use it - check it yourself at 25.
Weapons: white staves from vendors until 16 (an orc shaman knows staves from the start), then the two-hander with the best damage: the racial +1% crit doesn't depend on the weapon. Which ones and where - see the “Shaman” section.
Elemental: Fire and Lightningcaster21 / 0 / 0Fighting from range: faster lightning, a fire totem and Lava Burst at 30. Since October 15, Fire Nova is weaker: don't gather extra enemies just for the blast.
Cons: a lot of drinking - every tester agrees on this: base lightning damage in Forever is a third lower than in Classic, and since October 15 Lava Burst only comes at 30. One level 30 tester says that for caster leveling you're better off putting the first 11 points into Restoration (the “Restoration + Melee” build) than into Elemental.
For an orc: the racial +1% crit works with any weapon, lightning included. A staff with spell power - Makeshift Stormcaller as early as 11 (step).
Restoration + Meleehealer + solo0 / 10 / 11By 20 you're a proper dungeon healer with mana to spare, and solo you hit with your weapon. 11 points in Restoration, the rest goes to crit and the wolf from Enhancement.
Restoration: Dungeon Healergroup0 / 0 / 21Only if you play in a group almost all the time. The same 11 points, then Healing Focus, Tidal Mastery 5/5 and Nature's Swiftness at 30.
Pros:Healing Focus - a 70% chance that damage won't interrupt your heal. Tidal Mastery 5/5 - +5% crit on heals. Nature's Swiftness (30) - an instant heal every 3 minutes for when the tank is about to drop.
Cons: slow solo, and the water totem quest is a long one (see the “Shaman” section).
Mana Tide Totem - your first point after 30, once you have Water Totem: you can't place a water totem without that item.
The orc and troll starting valley · the Den, Burning Blade Coven and Spirit Rock
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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 45 minutes to level 5–6. This is also where your first class quest is - the earth totem: from level 4, Canaga Earthcaller next to the trainer gives it. The reward is Stoneskin Totem and Earth Totem, and without that item you can't place earth totems.
The valley's shaman trainer Shikrik only teaches up to level 6. After that - Swart in Razor Hill and the trainers in Orgrimmar's Valley of Wisdom.
¤ Shopping and useful stuff
Kzan Thornslash : Short Staff≈ 1 - a two-handed staff with 2.0 damage per second: twice as much as your starting weapon (Worn Mace). A shaman knows staves from character creation. Short on money? Sell your gray items and come back.
◈ Loot along the way
Don't sell the boar meat: you'll learn Cooking in Razor Hill (step), and in Forever food gives +5% experience. Save up the hides - they're money for your skills. Sell the rest of your gray items to a vendor.
➶ 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.
Lightning Bolt is only for pulling: in Forever Lightning Bolt is weak, and you need your mana for healing. Once the mob reaches you, hit it with your staff - Rockbiter Weapon on it lasts an hour.
⚔︎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].
Earth Shock is instant: it finishes off a fleeing mob and interrupts a spell. Mana is precious, so don't press it on every mob. Call of Earth[4]: the hooves drop from the Felstalkers in the north of the valley, in the same spot as the familiars (step).
Save up hides and ore: they're money for your skills, and in Forever both professions have camp buffs (the “Professions” section).
ProfessionsNew in Forever
⚔︎Questing loop: “Vile Familiars”, “Call of Earth” and “Thazz'ril's Pick”
◎
➜≈ 450 yards north · ~1 min on foot
North of the valley: Vile Familiars - 12 of them, Vile Familiars[4]; Felstalkers nearby - 2 hooves, Call of Earth[4]. A pick lies at the entrance to Burning Blade Coven - Thazz'ril's Pick[4].
Class
↩Head back: turn in 5 quests and pick up 3 new ones
Stoneskin Totem goes down at a quest spot, not for every mob: it lasts 5 minutes, works within 30 yards and cuts every hit you take by 4. Don't sell Earth Totem: you can't place earth totems without it.
The cave is cramped: pull mobs one at a time with Lightning Bolt, and put Stoneskin Totem at the entrance. 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
Earthbind Totem is an earth totem that slows the mobs around it: handy when two mobs come at you or a mob runs away. Only one earth totem can be up at a time - after the fight you need Stoneskin Totem again. Not level 6 yet? You'll learn it at 8 in Razor Hill (step).
Class
➜
Leave the valley by the road southeast, toward Sen'jin Village.
lvl 5–7
Sen'jin Village and Kolkar Crag
Darkspear trolls, centaurs and spiders on the road to Razor Hill
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The Darkspear troll village in the southeast. You pick up lots of quests here at once: some you do now (Kolkar Crag, the shore), some at 9 (the Echo Isles). Keep the island quests in your log.
Ukorsbane is an elite level 8 spider by the road to Razor Hill. It starts Ukor's Lost Pack[8], but you can't handle it yet: you'll come back for it at 9 (step).
¤ Shopping and useful stuff
Trayexir : Walking Stick≈ 5 (level 3) - a staff with 4.2 damage per second, your main purchase before 11.
Don't sell the cloth from the centaurs - keep it for bandages: you'll learn First Aid in Razor Hill (step). A bandage heals without mana.
➶ Level faster
Walking Stick is the cheapest leveling speed boost until 11: 4.2 damage per second, almost double what you had. Shorter fights mean less mana spent on healing.
⌂Turn in 1 quest and pick up 11 new ones
!
Durotar
On the road out of the valley - Ukor : accept !A Peon's Burden[5] (a delivery to Razor Hill).
Centaurs walk in pairs: pull the one standing at the edge with Lightning Bolt and fight outside the camp. If the second one comes running - Earthbind Totem, and it'll reach you slower. According to RestedXP, Pal'juh is sometimes not in her spot: if she isn't there, don't wait.
Linen Cloth from the Kul Tirans - for bandages: Linen Bandage; Rawrk teaches First Aid. A bandage heals without mana. Sell the extra cloth at the Orgrimmar auction house.
➶ Level faster
The sailors at Tiragarde Keep stand in twos and threes. From 8 you have Stoneclaw Totem: it keeps the second one busy while you hit the first. Only one earth totem can be up at a time - after the fight you need Stoneskin Totem again.
Lightning Shield - before the pull: its three charges hit whoever hits you. Stoneclaw Totem - the second mob hits the totem while you kill the first. Rockbiter Weapon - put it on your weapon right away. Not level 8 yet? You'll learn them at 10 (step).
ClassProfessions
⚔︎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 with Lightning Bolt; if two come running - Stoneclaw Totem for the second. Heal between fights: in combat, every hit you take pushes back your cast.
New in ForeverCareful
↩Head back: turn in 4 quests and pick up 5 new ones
Shipwrecks, tigers, Zalazane and the Razormane Grounds
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South along the coast to the Echo Isles, turn-ins in Sen'jin, then back north through the Razormane Grounds. By the end you're level 10: Flame Shock, Strength of Earth Totem and the start of the fire totem quest.
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 - for bandages. Save the tiger hides.
➶ Level faster
From the Echo Isles to Sen'jin with a death run: until level 10 it still costs almost nothing, and swimming back takes ages.
⚔︎Questing loop: “From The Wreckage....”, “Break a Few Eggs”, “Practical Prey” and 5 more
◎
after travel
The shipwreck shore east of Razor Hill : Gnomish Toolboxes in the wreckage - 3 of them, From The Wreckage....[8].
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 stands surrounded by trolls - pull them one at a time and save him for last. The Voodoo Trolls cast spells - Earth Shock interrupts the cast. The pendants only drop while A Pain in the Neck[8] is in your log.
Start with full mana and health; before the fight - Lightning Shield and Stoneskin Totem. Heal when you drop below half health. 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].
New in Forever
↩Head back: turn in 4 quests, pick up 1 new one and visit your trainer
Level 10 class quest · across the bridge into the Barrens and up the mountain above the Valley of Trials
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The fire totem quest runs across two zones in a strict order: the Barrens → the mountain above Durotar → two items from mobs → the mountain again → the Barrens. The first loop is now, the second at 13 from Far Watch Post (step). The reward at the end is Searing Totem, Fire Totem and Totem of Charged Flames, a new Forever relic. The first loop gives about a thousand experience and takes roughly 15 minutes (an estimate, not timed).
Don't forget in this section
Call of Fire[12] asks for two items: Reagent Pouch drops from the Burning Blade Cultists at Drygulch Ravine (at 11), Fire Tar from the Razormane at Thorn Hill in the Barrens (at 13). Both only drop while the quest is in your log.
➶ Level faster
The path to the shrine is narrow, and the mountain is the tallest in Durotar: don't jump off the top, the fall will kill you. Go down the same path.
⌂Turn in 2 quests and pick up 2 new ones
?
next - The Barrens
From Razor Hill, head west along the road and across the bridge over the Southfury River. Just past the bridge is Far Watch Post in the Barrens, and west of it - Kranal Fiss : turn in ?Call of Fire[10], accept !Call of Fire[11].
Back across the bridge into Durotar and south along the Southfury River: a hidden path starts by the river and winds up the mountain west of the Valley of Trials. At the top, in the shrine - Telf Joolam : turn in ?Call of Fire[11], accept !Call of Fire[12].
Lots of new shamans spend ages looking for the start of the path - go by the coordinates and stick to the path instead of climbing straight up the rocks: it's easy to fall off the narrow ledge.
ClassCareful
➜
Down the same way and northeast to Razor Hill: next up is northern Durotar.
lvl 10–12
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, and naga on the northern shore. On the way you get the first item for the class quest (Call of Fire[12]): the reagent pouch at Drygulch Ravine. By the end you're around level 12 at the gates of Orgrimmar.
Don't forget in this section
Call of Fire[12]: Reagent Pouch drops from the Burning Blade Cultists at Drygulch Ravine (step), Fire Tar from the Razormane at Thorn Hill in the Barrens (at 13). Both items only drop while the quest is in your log.
Halikor is an elite level 12 lizard on Thunder Ridge: it starts Halikor's Hoof[12]. Only if you can handle it (step).
➶ Level faster
Dustwind Storm Witches and Fizzle Darkstorm cast from range: Earth Shock interrupts the cast and locks that school of magic for 2 more seconds.
Drink when you're below a third of your mana, and eat while you're at it: in Forever cooked food gives +5% experience from kills for 15 minutes.
On the way to the ravine - Burning Blade Cultists : Reagent Pouch, Call of Fire[12]. Drygulch Ravine : 12 Dustwind Savages and 8 Dustwind Storm Witches - Securing the Lines[11]. The witches and the egg guardians drop a dim storm orb, which starts !A Simmering Storm[11].
Drops from:Fire Tar - Razormane Water Seeker, Razormane Thornweaver, Razormane Geomancer and others · Reagent Pouch - Burning Blade Cultist, Stonesplinter Seer
There are only a few cultists: if the pouch doesn't drop, wait for them to respawn. The witches throw lightning from range - Earth Shock interrupts the cast, and come at them from behind the rocks. Don't take two at once; if a second one joins - Stoneclaw Totem.
New in ForeverClass
↩Head back: turn in 2 quests and pick up 1 new one
Blemished Wooden Staff is a staff with 6.4 damage per second: one and a half times stronger than Walking Stick. A shaman can't equip the sword or the bow without the skill.
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].
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 health, full mana and a potion: before the fight - Lightning Shield and Stoneskin Totem, Blood Fury with the first hit. Solo at 11 it's touch and go: if you meet another player, invite them.
New in ForeverCareful
↩Head back: turn in 3 quests and pick up 1 new one
Makeshift Stormcaller is a staff with spell power and 5.8 damage per second: in melee Blemished Wooden Staff is stronger, but this one is better for Elemental and for healing.
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, the shaman trainer in the Valley of Wisdom, new quests in the city and “Hidden Enemies”
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Orgrimmar is on your way: flight path, the shaman trainer in the Valley of Wisdom, new Forever city quests and the “Hidden Enemies” chain. The insignia for it drops at Skull Rock, right outside the gates - and that's where the collars for Skull Rock[12] are too. So you go into the city twice: before Skull Rock and after.
Urtharo : Quarter Staff≈ 30 (level 11) - a staff with 9.4 damage per second, one and a half times stronger than Blemished Wooden Staff. Your main purchase before 15. Koru and Zendo'jian in the Valley of Honor sell the same staff.
The weapon masters Hanashi and Sayoc in the Valley of Honor teach Two-Handed Axes. It's too early for now: the Tabar from vendors (8.3 damage per second) is weaker than the staff. You'll need the skill at 16 - for stronger axes.
First Aid - Arnok , Skinning - Thuwd , Mining - Makaru . Sell hides, ore and cloth at the auction house.
➶ 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.
You get to choose a bracelet. Thra's Friendship Bracelet is the best one for a shaman: leather and +1 Intellect, and in Enhancement Intellect also gives you attack power. The bracelets with Strength and Stamina are mail - you can't wear them until 40.
New in Forever
↩Head back: turn in 1 quest, pick up 1 new one and visit your trainer
Fire Nova is a blast around your fire totem: it starts working once you have Fire Totem (at 13). Purge removes one buff from an enemy - a shield or a heal. Ancestral Spirit brings your friends back after a fight.
⚔︎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].
Stinging Mace is a one-handed mace with 5.9 damage per second, for a healer with a shield. Leveling with a staff? Quarter Staff is stronger: take whatever sells for more.
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.
Got a group? Threat from Below[12] is waiting right here: an elite sea giant on the northern shore, a detour of about 20 minutes. The reward is no use to a shaman (a dagger), so don't take it without a group. Didn't learn your level 12 skills in Orgrimmar? Swart teaches the same ones.
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 you meet Burning Blade mobs of level 10–14, and the casters stand in pairs: Stoneclaw Totem keeps the second one busy, and Earth Shock interrupts the cast.
Careful
lvl 12–14
The Barrens: the Crossroads, Thorn Hill and the Fire Totem
The best zone for 12–20 on the Horde side · Razormane, the second loop to the fire shrine and the Ratchet pirates
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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. Your hearthstone stays at the Crossroads all the way to level 20. This is also where the fire totem quest ends: the tar comes from the Razormane at Thorn Hill, then a second loop to the shrine on the mountain (step).
Don't forget in this section
Raptor Thieves[13]: the heads drop from raptors all over the Barrens - kill them on the way.
There are no shaman trainers in the Barrens: the nearest are Swart in Razor Hill and Kardris Dreamseeker in Orgrimmar. The route itself takes you to Orgrimmar at 16 (step).
The Crossroads, Jahan Hawkwing : leather armor from level 12 - if the quests didn't give you anything. Just like in Classic, a shaman only wears mail from 40.
Ratchet, Ironzar : Gnarled Staff≈ 55 (level 15) - a staff with 11.9 damage per second. Too early for now - remember it at 15.
◈ Loot along the way
Plainstrider and zhevra meat goes into Cooking - Tari'qa sells the recipes. Wool from centaurs and Razormane goes into Wool Bandages.
➶ Level faster
Razormane walk in pairs: Earthbind Totem - the second one reaches you slowly, or Stoneclaw Totem - it keeps him busy while you hit the first. From 13, once you've gathered two around your fire totem - Fire Nova.
⚔︎ 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.
Drops from:Glowing Ember - Minor Manifestation of Fire, Manifestation of Flames
The Manifestation is level 12 and hits with fire: before the fight - Lightning Shield and Stoneskin Totem. Shock it with Earth Shock: Flame Shock most likely barely does anything to a fire elemental.
Totem of Charged Flames goes in the relic slot: Lightning Bolt and Flame Shock cost 5 less mana. Keep Fire Totem in your bags: without it you can't place fire totems and Fire Nova doesn't work. Searing Totem lasts 30 seconds and hits the nearest enemy within 20 yards - drop it once the mob is already on you, and away from other mobs.
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] (the reward is Wayfaring Gloves).
The other reward is mail boots, which a shaman can't wear yet.
↩Head back: turn in 3 quests and pick up 2 new ones
Regthar, the Forgotten Pools, the Witchwing harpies
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West and northwest of the Crossroads. By the end of the section you're around level 16: then a short flight to Orgrimmar for your 14–16 skills and Two-Handed Axes.
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
Kolkar centaurs walk in twos and threes: Stoneclaw Totem keeps one busy for 15 seconds while you kill the other. Drop the totem before the pull - in combat every second counts.
Don't sell plainstrider and zhevra meat - cook it: in Forever food with “Well Fed” gives +5% experience from kills for 15 minutes.
Centaur Bracers[14]: you can't equip Pointed Axe or Stonewood Hammer without the skill (One-Handed Axes and Two-Handed Maces are learned separately), and a shaman has no use for the bow - take whatever sells for more.
⚔︎Questing loop: “Harpy Raiders” and “Prowlers of the Barrens”
The follow-up 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 Wailing Caverns (section).
lvl 16
Meats to Orgrimmar: the 14–16 trainer and axes
A delivery chain for orcs and trolls · shaman trainer and weapon master
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There are no shaman trainers in the Barrens; the nearest are in Orgrimmar's Valley of Wisdom. The delivery chain for orcs and trolls sends you there and back for experience - the perfect time for your 14–16 skills and Two-Handed Axes.
Koru or Zendo'jian in the Valley of Honor: Gnarled Staff≈ 55 (level 15) - a staff with 11.9 damage per second. Going to Ragefire Chasm? Don't spend the money: Axe of Orgrimmar with 16.1 is waiting for you there.
For a healer with a shield: Koru - Hammer≈ 51 (level 16), a one-handed mace with 9.6 damage per second.
➶ Level faster
The Meats to Orgrimmar[10] chain is for orcs and trolls only: 1890 experience for a flight you need anyway for the trainer.
⌂Turn in 4 quests, pick up 5 new ones and visit your trainer
Rockbiter Weapon is the big one here: +118 attack power on any weapon. Not 16 yet? You'll learn the level 16 skills at 20.
Class
✦
➜≈ 600 yards east · ~1.5 min on foot
Valley of Honor, weapon master Hanashi (or Sayoc nearby): Two-Handed Axes skill.
According to the beta client, an orc shaman starts out knowing only maces, staves and shields, and Two-Handed Axes are learned separately; in Classic the skill cost 10. If it's already in your skills window, you don't need to learn it. Three axes need the skill: Axe of Orgrimmar from Ragefire Chasm, Zhovur Axe at 20 and Battle Axe from vendors - the racial +1% crit no longer requires an axe. A new skill starts at 1: fight your first battles with the axe on mobs below your level.
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 · a two-handed axe, or a mace for a healer
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The entrance is in the Cleft of Shadow. The main reward comes from Hidden Enemies[16]: you choose Axe of Orgrimmar (16.1 damage per second - the best weapon until 20, needs Two-Handed Axes), Hammer of Orgrimmar (a one-handed mace for a healer with a shield) or Staff of Orgrimmar (a caster staff). No group - don't take the quests from here. Healing the group? Tips are in the “Dungeons” section.
Cultists and trogg shamans cast spells - Earth Shock interrupts the cast: rank 1 interrupts just like the highest rank. No healer? You heal: Healing Wave between packs, Stoneskin Totem for the tank.
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.
In Classic Era players reported that this quest had no reward. According to the Forever database you get a choice of weapons - 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, centaurs, Camp Taurajo. There's no shaman trainer in the Barrens: you'll learn your level 18 skills together with the level 20 ones in Orgrimmar (step).
Don't forget in this section
Echeyakee only appears if you blow the horn at his lair: you get the horn when you accept Echeyakee[16].
Get the Camp Taurajo flight path now (step): at 20 the route continues from there.
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]: for a shaman - Greasy Tinker's Pants (leather); the other option is a wand, which you can't use. Samophlange[16]: Welding Shield - a shield for a healer; leveling with a two-hander? Take whatever 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 guards: pull the guards one at a time with Lightning Bolt. If both come running - Stoneclaw Totem keeps one busy (it replaces Stoneskin Totem); kill the other one first and the leader last. If it gets bad, heal while the totem holds one of them.
Serena, the Stonetalon border, the Grimtotem tauren
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The last stretch of part one: Serena Bloodfeather in the Dry Hills and the Grimtotem tauren on the Stonetalon border. Serena Bloodfeather[20]: the reward is Zhovur Axe, a two-handed axe with 13.1 damage per second.
Don't forget in this section
At 20 - Orgrimmar again: the trainer (Ghost Wolf and the level 18 skills) and the water totem quest Call of Water[20] - Searn Firewarder in the Valley of Wisdom gives it. That's where the 20–30 part starts (step).
➶ Level faster
The Grimtotem camps are packed: put Stoneskin Totem and Searing Totem at the edge of the camp and pull the mobs to them one at a time.
⚔︎ 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. Against rogues and warriors keep Lightning Shield up at all times: the shield hits everyone who hits you, and an orc's Hardiness already makes enemy stuns 20% shorter.
She's level 20 and calls harpies for help: clear the ones nearby first. Earth Shock interrupts her spells, and Stoneclaw Totem distracts a harpy that comes running.
Careful
↩Head back: turn in 2 quests and pick up 3 new ones
The axe needs the Two-Handed Axes skill (at 16). Got Axe of Orgrimmar? It's stronger: then take whatever sells for more. Don't take the follow-up (Letter to Jin'Zil[20]) yet - you'll take it at 20.
Hearthstone → the Crossroads. Level 20: next, fly to Orgrimmar for the trainer (Ghost Wolf, Totemic Recall) and the water totem quest - part 20–30.
Class
lvl 18–22
Wailing Caverns (with a group)
Dungeon 17–24 · quests in Thunder Bluff, Ratchet and at the entrance
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Got a group? Wailing Caverns finishes eight quests. Leaders of the Fang[22]: for a melee fighter - Hammerbone, a two-handed mace with 20.4 damage per second and +7 Strength: not much hits harder until 26; for a healer - Crescent Staff. No group - don't take a single quest from here. Healing the group? Tips are in the “Dungeons” section.
Don't forget in this section
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.
Already 20 with Ghost Wolf? Run the whole way in wolf form.
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
The Druids of the Fang cast sleep and heal themselves: Tremor Totem removes sleep from the group, Earth Shock interrupts their heals. The snakes poison you - Cure Poison.
At 20 the trainer has Ghost Wolf - your main purchase until 40 - and over a dozen level 18 and 20 skills, and right next door Searn Firewarder gives the water totem quest. So first, a short flight to Orgrimmar. Then Ratchet (Islen Waterseer) and the Southern Barrens up to 21: Camp Taurajo, the Field of Giants, Brine in the hut on the hill and the elite Chol'aruk (only with a partner). Keep your hearthstone at the Crossroads.
Don't forget in this section
Chol'aruk the Ravener[21] - Chol'aruk (level 20 elite) with elite guards; Wrongly Blamed, Justly Corrected[23] - an elite level 23 marauder. With two people both quests go fast; solo at 20–21 you have almost no chance: no partner - don't take either of them.
The chain that gives Water Totem is the longest a shaman has: Islen Waterseer near Ratchet, Brine in the Southern Barrens, three waterskins - at her hut (step), in Tarren Mill (at 25) and in Ashenvale (at 28), and the finale in Silverpine Forest at 30 (optional). The route walks you through it on its own - just don't abandon the chain (Call of Water[20] and onward).
Tusks, heads and adornments only drop while you have the quests - take everything at Taurajo and the Crossroads before you go hunting.
Pick your two-hander by damage and stats: the racial +1% crit works with any weapon. The strong options on this route are axes (Encroacher's Claim, Forsaken Greataxe, Merciless Axe). You've had Two-Handed Axes since 16 (step).
◈ Loot along the way
Cloth from the Bristlebacks and Razormane goes into Wool Bandages. Don't sell the Blood Shards from the Bristlebacks: Mangletooth gives a Strength buff for them (step).
➶ Level faster
Ghost Wolf - for any run longer than half a minute: +40% run speed. If you level as Enhancement (our build), it's instant; in “Restoration + Melee” from 27; in the other builds it has a 3-second cast - press it before the fight.
Leaving a quest spot? Totemic Recall: your totems are gone and a quarter of their mana comes back. It's new in Forever - press it every time.
⚔︎ 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 Frost Shock: if an Alliance rogue or warrior jumps you, slow them by 50% and back off to heal - and an orc's stuns are already 20% shorter (Hardiness). If you level as Enhancement (our build), Ghost Wolf is instant - you can turn into a wolf and leave mid-fight; in the other builds the wolf has a 3-second cast (in “Restoration + Melee” until 27), so open up some distance first.
⌂Turn in 1 quest, pick up 10 new ones and visit your trainer
Wrongly Blamed, Justly Corrected[23]: an elite level 23 marauder and level 22–23 Alliance soldiers - solo at 20–21 you have almost no chance. The reward is worth it - Encroacher's Claim: 19.7 damage per second and +6 Strength, and the orc racial crit works with any weapon.
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. Drop your totems before the pull, Blood Fury with the first hit; if your partner is in trouble - Lesser Healing Wave. Didn't work out? Abandon Chol'aruk the Ravener[21]: the quest doesn't unlock anything.
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
Thornweavers and geomancers cast spells - Earth Shock interrupts their casts. The rare elite Swinegart Spearhide fears everything around him - go around.
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 in a pile of little bugs - kill them first; gathered a crowd at your fire totem? Fire Nova. The marauder too tough? Abandon Wrongly Blamed, Justly Corrected[23]: at 29 you can solo him (step). Stepping Stones[24] leads to Stonetalon - you'll turn it in there.
New in ForeverCareful
↩Head back: turn in 8 quests and pick up 5 new ones
You'll fill the red waterskin (Call of Water[22]) in Tarren Mill (at 25) and turn it in right here at 27 (step). South of the watering hole are Razormane camps of level 20–25: approach from the north.
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 run to Thunder Bluff in wolf form.
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
The goblins in Stonetalon don't trade on the beta: Veenix sells nothing, and Nizzik doesn't even respond (according to player comments).
⚔︎ 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]).
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 guarding the goblin, place your totems next to him in advance: Searing Totem hits the attackers as they arrive, and Earthbind Totem slows them. The second wave has four: that's where Blood Fury comes in handy.
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.
Gerenzo's Orders[22]: Dredge Boots is mail - a shaman can't wear it, so sell it. Don't take the follow-up, Further Instructions[21]: it leads to Ratchet, and the route doesn't go back there before 30.
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 run to Thunder Bluff in wolf form (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: the trainer at 22
Magatha's chain and the shaman trainer on Spirit Rise - then the zeppelin from Orgrimmar
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In wolf form 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 level 22 trainer waits on Spirit Rise. Then fly to Orgrimmar and take the zeppelin to Undercity: there are no zeppelins from Thunder Bluff.
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.
¤ Shopping and useful stuff
Delgo Ragetotem : Merciless Axe≈ 32 (level 26) - 21.1 damage per second and +12 Strength, the best two-hander you can buy before 30. Remember it: you'll be back here at 27.
Weapon master Ansekhwa : Two-Handed Maces - only if you got Hammerbone or Big Bad Basher. Otherwise don't spend the money: take the two-hander with the best damage, the orc racial crit works with any weapon.
➶ Level faster
Totemic Projection (22, new in Forever) moves all your placed totems to a spot within 30 yards: if the mob ran off or the next camp is close by, move them instead of placing new ones. One-minute cooldown.
➜
after travel
From Camp Taurajo, head west along the road into Mulgore and then north to Thunder Bluff: about 4–5 minutes in wolf form, by our estimate. Take the elevator up the bluff. Tal : flight path.
⌂Turn in 4 quests, pick up 3 new ones and visit your trainer
Tal: fly to Orgrimmar. The zeppelin tower by the gates has two zeppelins. Frezza sends you to Undercity - that's yours. Snurk Bucksquick sends you to Grom'gol (Stranglethorn Vale) - not that one.
Not sure? Talk to the zeppelin master: he'll tell you where his zeppelin goes.
lvl 22
Undercity
The Shadowfang quest and the hearthstone
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The zeppelin lands in Tirisfal, next to Undercity. Here you set your hearthstone and pick up the Shadowfang Keep quest. Dungeons are done in a group of five: only take The Book of Ur[26] if you have a group, otherwise it'll just sit in your log. You'll pick up the Ruins of Lordaeron quests right before you go in (at 24). A shaman finds a group easily: there are never enough healers. Without dungeons you'll fall about 2 levels behind (going by beta data, the dungeon quests at 22–29 are worth about 75 thousand experience): western Ashenvale, the Southern Barrens and the spare quests in Thousand Needles (step) make up part of it, and you'll get the rest from mobs along the way.
Don't forget in this section
There's no shaman trainer in Undercity or anywhere else in the Eastern Kingdoms for the Horde: you'll learn your level 24 skills together with the level 26 ones in Orgrimmar (at 26).
¤ Shopping and useful stuff
Francis Eliot : Battle Axe≈ 98 - if your two-hander still does less than 15 damage per second.
➜
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.
To Silverpine Forest in wolf form: from Undercity take the road southwest through Tirisfal to the Sepulcher. You only get the Sepulcher flight path once you reach it.
lvl 22–23
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 forest's early quests: they give little experience now. Take the level 20–22 quests around the Sepulcher.
Brazier of Everfount west of the Sepulcher is the last step of the water chain. Its quest is only offered after the blue waterskin, so don't go there now: you'll come back at 30 (optional).
◈ Loot along the way
Wool Cloth from Dalaran mages and refugees - for 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).
⚔︎Questing loop: “Watching the Roads”, “Beren's Peril” and “Stop the Spread”
◎
➜≈ 1100 yards southeast · ~2.5 min on foot
Ambermill: 8 Dalaran Wizards and 8 Dalaran Watchers - Watching the Roads[20].
Dalaran Spellscribe (rare, level 21) freezes you and calls for help; protectors summon snakes. The mages cast from range: pull them around a corner, and Earth Shock interrupts the cast.
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].
Beren's Peril[21]: the reward is a wand - a shaman doesn't need it, so sell it.
New in Forever
lvl 23–24
Shadowfang Keep
Silverpine dungeon · with a group
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According to beta data, dungeon quests in Forever give 2–3 times the experience of normal ones - the three keep quests are worth it. After that it all depends on a group for the Ruins of Lordaeron: if you have one, fly from the Sepulcher to Undercity (step); if not, go from the Sepulcher straight to Hillsbrad (step), and The Book of Ur[26], if you did the keep, is turned in at Undercity at 26 (step).
Drops from:Head of Arugal - Archmage Arugal, Arugal
Worgen casters and Arugal's mages cast spells - save Earth Shock for their casts. Healing? Healing Wave between packs, Lesser Healing Wave for damage spikes. Doing damage? Don't press shocks on the tank's target in the first seconds of a fight. A shaman can't remove curses, but an orc has Shatter Curse: you can clear yourself without spending mana.
No group for the Ruins? Don't fly: go from the Sepulcher straight to Hillsbrad (step).
DungeonNew in Forever
lvl 24–25
Ruins of Lordaeron
A new Forever dungeon right above Undercity
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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 2–3 times the experience of normal ones - one of the most rewarding stops in 20–30. The main thing here for a shaman is The Wrath of Rath'mael[22]: for melee - Forsaken Greataxe (20.5 damage per second, +8 Strength; the racial crit doesn't depend on the weapon), for a healer - Gnarled Necromancer's Staff. No group for the Ruins? Go from the Sepulcher straight to Hillsbrad (step).
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 undead poison you and infect you with diseases: Cure Poison removes poison, Cure Disease removes disease. Healing? Save your mana for the tank: the packs here are big.
For melee - Forsaken Greataxe: the best two-hander on the route until 26 (you've had Two-Handed Axes since 16 - step). For a healer and Elemental - Gnarled Necromancer's Staff: +10 Spirit and spell power.
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 and the red waterskin, Durnholde Keep, the Hillsbrad fields
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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, and it has the well for the red waterskin. Don't go into Southshore (Alliance) - it has guards.
Ott : Merciless Axe≈ 32 (level 26) - 21.1 damage per second and +12 Strength: the best two-hander before 30 that you can simply buy. Can't afford everything? Your level 24 and 26 skills come first (step): Delgo Ragetotem in Thunder Bluff sells the same axe (at 27).
Wool Cloth from the Hillsbrad humans - for Wool Bandages, sell the extra at the auction house.
➶ Level faster
Your hearthstone is in Undercity: from Dun Garok, the last stop of this section, use it to get straight back to the zeppelin (step) - don't run back through Silverpine.
If you level as Enhancement (our build): at 25 you get Stormstrike - a weapon strike every 8 seconds, and your next Earth Shock on that target is 20% stronger. Press them as a pair on every mob. The beta tooltip still says “level 40”, but testers at the level 30 cap use it. Elemental and Restoration don't have it - fight the way you did before.
⚔︎ 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. An Alliance rogue waits until you're locked in a fight with a footman: Cure Poison removes his poison, Lightning Shield hits him for every hit he lands, and Frost Shock keeps him from running away.
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. Shadow mages cast from range: pull them around a corner, and Earth Shock interrupts the cast. If three come at you - Stoneclaw Totem, and for a crowd at your fire totem - Fire Nova.
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.
Hearthstone to Undercity and the zeppelin near Brill
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Hillsbrad is done - hearth to Undercity and take the zeppelin home to Kalimdor. The 24 and 26 trainer is in Orgrimmar this time: the zeppelin lands by the city gates.
Don't forget in this section
The tower near Brill has two zeppelins: you want Zapetta - to Orgrimmar. Hin Denburg goes to Grom'gol.
The zeppelin tower near Brill has two zeppelins. Zapetta sends you to Orgrimmar - that's yours. Hin Denburg sends you to Grom'gol (Stranglethorn Vale) - not that one.
Not sure? Talk to the zeppelin master: he'll tell you where his zeppelin goes.
lvl 26–27
Orgrimmar, Brine and Stonetalon again
The 24–26 trainer, the blue waterskin, turn-ins in Thunder Bluff, Sun Rock Retreat, the Charred Vale
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The zeppelin lands outside Orgrimmar - the 24 and 26 trainer is right there. Then a short detour to the Southern Barrens for the blue waterskin (Brine) and on to Thunder Bluff. The Sun Rock Retreat chains lead into Ashenvale and Thousand Needles - so the mountains first, then the forest.
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 Alliance has its own quest on the same Bloodfury harpies, and their Stonetalon Peak is close by. Rogues wait until you're tangled up with a couple of harpies - pull them one at a time.
⌂Turn in 2 quests, pick up 11 new ones and visit your trainer
Doras: fly to Camp Taurajo. South along the road, about 2 minutes in wolf form (an estimate) - Brine : turn in ?Call of Water[22], accept !Call of Water[23]. Back to Taurajo, Omusa Thunderhorn: fly to Thunder Bluff.
You'll fill the blue waterskin in Ashenvale (step). Not doing the water chain? Fly from Orgrimmar straight to Thunder Bluff.
Splintertree Post, the blue waterskin, Thistlefur, Zoram'gar
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Splintertree Post is a big Horde quest hub. The eastern loop first, then the south (the blue waterskin is there too), then Zoram'gar and, if you have a group, Blackfathom Deeps. This is also where you finish The Sacred Flame[25] from Thunder Bluff.
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+.
Cloth from satyrs and furbolgs - Wool Cloth and your first Silk Cloth: for 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.
The fountain in the Ruins of Stardust (step) is southwest of Astranaar, where the Alliance quests: on PvP realms, fill the waterskin and get out.
⌂
next - Ashenvale
Splintertree Post: Vhulgra - flight path; Innkeeper Kaylisk - set your hearthstone in Splintertree.
Ursangous - he drops a paw, which starts !Ursangous's Paw[24]. Further west - the fountain in the Ruins of Stardust : fill the blue waterskin, Call of Water[23].
The rare Eck'alom (27) stuns for 15 seconds - leave it alone. Astranaar is north of the fountain, with Alliance guards: stay to the south.
How to do this quest - Stonetalon Standstill
Just walk under the gazebo roof - you don't need to click anything.
Je'neu of the Earthen Ring[27]: for melee - Deftkin Belt (+4 Agility, +12 attack power), for a healer - Driftmire Shield. No Zoram'gar flight path? About 6–8 minutes in wolf form (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”
Before the escort, clear the way to the village exit - you'll be attacked on the way. Kill the Thistlefur Shamans first: Earth Shock 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.
Half the dungeon is underwater: watch your breath bar or use Water Breathing if you learned it at 22 and have Shiny Fish Scales. Naga priestesses and oracles heal themselves - Earth Shock interrupts their heals. Healing? Keep Stoneskin Totem by the tank, and Shatter Curse removes a curse from yourself.
Turn-ins and the trainer at 28 · a new Forever camp on Skywatcher Plateau
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Turn-ins for 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, mobs 27–29.
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.
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 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.
You won't get Betrayal from Within[25] until you've turned in Blood Shards of Agamaggan[21]: didn't turn it in at 20? Take it and turn it in first (you need one Blood Shard from the Bristlebacks).
New in Forever
⚔︎Questing loop: “Betrayal from Within”, “Weapons of Choice” and “Wrongly Blamed, Justly Corrected”
Ankh - without it Reincarnation (30) doesn't work. According to the game files Montarr sells it: if he has it in stock, buy a couple right away.
➶ Level faster
Set your hearthstone at Freewind Post: at 30, Astral Recall brings you back here from Thunder Bluff in 10 seconds (step), and the hearthstone stays free for later.
⚔︎ PvP
Thousand Needles is contested, but the Alliance has almost no quests here until 30+, so you can relax a bit. Stranglethorn Vale comes next, and there everyone fights everyone.
⌂Turn in 4 quests and pick up 5 new ones
?
➜≈ 1200 yards south · ~3 min on foot
From Taurajo, head south along the road to the hut on the hill: Brine - turn in ?Call of Water[23], accept !Call of Water[23].
You'll take Vial of Purest Water to Ratchet when you go for the water totem (at 30). Not doing the water chain? Skip this step.
Galak Windchasers cast spells - start with them; Earth Shock interrupts the cast. Only jump off the platform from the wooden plank: from there the quest catches you, and from anywhere else the fall is real.
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]: for a shaman - Azure Sash, leather, +7 Intellect (Cliffrunner's Aim is no use to you). Not 30 yet? Finish it right here: Cliffwatcher Longhorn now gives Grimtotem Spying[28] - three notes in crates on Darkcloud Pinnacle , in the Grimtotem tauren camp; Elu - Wind Rider[29]: 10 wyvern eggs at Highperch in the west . Both quests go back to whoever gave them.
The level 30 class quest: Air Totem unlocks Grounding Totem and the air totems after 30. Xanis Flameweaver on Spirit Rise in Thunder Bluff gives Call of Air[30] - in the same place as the level 30 trainer - and Astral Recall, new at 30, takes you back to Thousand Needles. Set aside about 350 for training.
Don't forget in this section
Astral Recall takes you to the same place as your hearthstone, but they have separate cooldowns: your hearthstone stays free.
Prate Cloudseer with the air totem stands northeast of Freewind Post.
¤ Shopping and useful stuff
Thunder Bluff: Ankh - according to the game files Chepi sells it, if you didn't buy it at Freewind.
Ohanko , from 30: Bullova (a two-handed axe) and War Hammer - 22.4 and 22.3 damage per second with no bonuses. When the damage is nearly the same, pick the skill you've already leveled: the racial crit gives the axe no edge. Have Merciless Axe or Forsaken Greataxe? Don't spend the money: with their Strength they're no weaker.
➶ Level faster
Astral Recall is a second hearthstone with a 15-minute cooldown: save your hearthstone for long trips and press Astral Recall to get back to camp.
⚔︎ PvP
Level 30 - battlegrounds. On the beta the new battleground Darkspear Islands, 15 vs 15, opens at 30. The battlemasters in the capitals sign you up - Gruga Bloodblade in Orgrimmar - and there's also a portal in the Darkspear Raiders camp north of Ratchet . Don't fall into the water - testers complain about sharks.
Grounding Totem absorbs one harmful spell and breaks: against a mage, priest or warlock, drop it first, then attack. Shatter Curse removes a warlock's curse.
⌂Turn in 2 quests, pick up 1 new one and visit your trainer
The quest is just a walk and a chat, yet it gives almost 2.5 thousand experience. Don't sell Air Totem: you can't place air totems without it.
Class
★
What's next (30+): the rest of Thousand Needles, Ordanus[29] → The Den[29] in Stonetalon, the Shimmering Flats, Hillsbrad and Arathi, “Excavation Site: Wetlands” and the Scarlet Monastery. For a shaman - the end of the water chain (you can do it now too) and a new Forever 30–40 chain: according to beta data, it starts at Freewind Post - Rau Cliffrunner, Elemental Aid[33]. That will be the next part of the guide.
The last step of the water chain is in Silverpine Forest, and the 20–30 route doesn't go back there. You can go right away at 30: an estimated 45–60 minutes of flights and zeppelins and about 3 thousand experience (level 23 quests). No rush - do it at 30+ on your way to the Scarlet Monastery: it's the same trip. Healing dungeons? Go now: Healing Stream Totem, Mana Spring Totem and Poison Cleansing Totem can only be placed with Water Totem in your bags.
Don't forget in this section
Drink the sapta (Water Sapta) by the lake west of the Sepulcher: without it you can't see the elementals.
On the tower near Brill you want the zeppelin to Orgrimmar - Zapetta.
Don't drink the sapta yet - you need it at the brazier (step). If you lose it, Islen Waterseer gives you a new one (Water Sapta[20]).
Class
➜
after travel
Bragok: fly to Orgrimmar. The zeppelin tower by the gates : Frezza sends you to Undercity - that's yours; Snurk Bucksquick goes to Grom'gol - not that one. Undercity, Michael Garrett: fly to the Sepulcher.
If the spirit vanishes before you talk to it, Tiev Mordune is nearby: Call of Water[23] - but it needs a new sapta, and only Islen Waterseer (Water Sapta[20]) in Ratchet gives one - that's another round trip by zeppelin. So come to the brazier at full health and talk to the spirit right away.
Put Healing Stream Totem or Mana Spring Totem down at a quest spot together with your earth and fire totems: only one water totem can be up at a time too. Leveling as “Restoration: Dungeon Healer”? Your first point after 30 goes into Mana Tide Totem: it works once you have the water totem.
Class
⌂
Hearthstone → Freewind Post.
☠︎
Dungeons: what to pick up in advance
Quests offered far from the entrance, and the shaman in a group
In Forever, experience from dungeon mobs is lower, while dungeon quests give 2–3 times the experience of normal ones (even after the beta bonus was cut in half). 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 shaman is a healer, a fighter and totems all in one: groups without a healer pick you first.
Shaman in a group: the short version
Heal, interrupt, cleanse, drop totems
Any spec can heal until 30.Healing Wave between packs and on the tank, and from 20 Lesser Healing Wave for damage spikes. Healing power on Forever gear is higher than in Classic. Restoration heals best (builds in the “Talents” section); in the other specs keep a mana reserve and don't do damage yourself.
Interrupt - Earth Shock: it interrupts the cast and locks a whole school of magic for 2 seconds. Rank 1 interrupts just as well as the highest rank and costs many times less. Shocks share a 6-second cooldown - save a shock for the cast, not for damage.
Cleanse and cure:Purge (12) removes a buff from an enemy - a shield or a heal over time; Cure Poison (16) - poisons, Cure Disease (22) - diseases; Ancestral Spirit (12) brings the fallen back after the fight.
Threat:Earth Shock and Fire Nova generate a lot of threat, and in Forever Fire Nova puts the threat on the shaman, not the totem (according to Method). In the first seconds of a fight, don't press them until the tank has gathered everything.
For an orc:Shatter Curse removes curses from yourself - in Shadowfang and Blackfathom Deeps that's healer mana saved once again.
Ragefire Chasm
13–18 · Orgrimmar, Cleft of Shadow · at 16 on this route
The Druids of the Fang cast sleep and heal themselves: Tremor Totem removes sleep, Earth Shock interrupts the heal. For poisons - Cure Poison. Hammerbone needs the Two-Handed Maces skill - Ansekhwa in Thunder Bluff teaches it.
Blueleaf Tubers[26] - Mebok Mizzyrix, RatchetAfter 20 you're in Ratchet only once (step): the quest would sit in your log for many levels, and the route doesn't come back to Ratchet to turn it in - don't take it
What to learn, what to hit with and how to keep your mana from running dry - up to level 30
What changed in Forever: totems are placed with a 1-second GCD, buff totems last 5 minutes (it was 2) and work within 30 yards (it was 20), and there's a totem bar. Weapon enchants last an hour (it was 5 minutes) and stack with sharpening stones and weightstones. Fire Nova is a spell you get at 12, not a totem: a blast around your fire totem. New at the trainer: Totemic Recall and Call of the Elements at 20, Totemic Projection at 22, Call of the Ancestors at 30. Damage and healing spells at rank 3+ are weaker than in Classic: Lightning Bolt (20) - 59–67 versus 88–100, Lightning Bolt (26) - 79–90 versus 131–149; on the other hand, spell power on gear is higher. The totem items are still required, and the orc class quests for them are the same as in Classic.
How to kill a mob. Always keep Rockbiter Weapon up. Pull with Lightning Bolt from range or, from 10, with an instant Flame Shock from 20 yards; then hit with your two-hander. Keep Earth Shock for a cast or for a mob that runs. Lightning Shield before the pull, and a totem at the quest spot, not for every mob. Between fights - a low-rank Healing Wave if you're below half health, and water if you're below a third of your mana. Two mobs - Earthbind Totem for the second one; three - Stoneclaw Totem instead: only one earth totem can be up. A tough fight - Blood Fury with the first hit. If you level as Enhancement (our build): from 20, Shamanistic Focus makes shocks 45% cheaper - then Earth Shock on every mob if you like.
Prices are from the trainer list on Wowhead Forever (beta). Everything up to level 20 costs about 5 gold, and from 22 to 30 about 16 more, almost 6 of it at 30. Skip what can wait, and the water totems until Water Totem is in your bags - you'll save a few gold. Horde shaman trainers: Shikrik in the Valley of Trials (only up to 6), Swart in Razor Hill, Kardris Dreamseeker , Sian'tsu and Sagorne Creststrider in Orgrimmar's Valley of Wisdom, Siln Skychaser on Spirit Rise in Thunder Bluff, Narm Skychaser in Bloodhoof Village and the new Palah Thunderhoof on the stargazers' plateau. There are no Horde shaman trainers in the Barrens, Stonetalon, Ashenvale, Thousand Needles or anywhere in the Eastern Kingdoms - the route takes you to them on its own: the valley at 1–6 (step), Razor Hill at 8 and 10 (step), Orgrimmar at 12 (step), 16 (step) and 20 (step), Thunder Bluff at 22 (step), Orgrimmar at 26 - your 24 and 26 skills after the Eastern Kingdoms (step), Thunder Bluff at 28 (step) and 30 (step).
Totems and totem quests
No totem item - no totems of that element
Totem items are required, just like in Classic: Earth Totem for earth totems, Fire Totem for fire totems and Fire Nova, Water Totem for water totems, Air Totem for air totems. Don't sell them or throw them away.
Searing Totem hits the nearest enemy within 20 yards - put it behind you, not next to a neighboring camp, or you'll pull extras.
Weapons and skills
A staff until 16, then a two-handed axe
An orc shaman knows maces, staves and shields from character creation (beta client data, same as in Classic). Two-Handed Axes and Maces, One-Handed Axes, Daggers and Fist Weapons are learned separately. The Classic talent Two-Handed Axes and Maces was removed in Forever, and the two-hander skill became a normal one - most likely weapon masters teach it like any other; this hasn't been checked on the beta yet. Axes - Hanashi and Sayoc in Orgrimmar, maces - Ansekhwa in Thunder Bluff; in Classic the skill cost 10.
Choosing a two-hander: compare damage and stats, not your race: since October 15 the racial +1% crit doesn't require an axe. Level a new weapon skill on weak mobs first.
White staves from vendors hit like ordinary two-handers, while green quest staves are caster weapons: less damage, but they have spell power.
Weapon enchants: until 30 - Rockbiter Weapon on any weapon: +79 attack power from 8, +118 from 16, +194 from 24; if you level as Enhancement (our build), Elemental Weapons adds another 20%. Flametongue Weapon gets cut down by fire resistance and only catches up on a very slow weapon. At 30 - Windfury Weapon on a slow two-hander. Enchants last an hour.
Weapon speed: Rockbiter Weapon doesn't depend on it, but Windfury Weapon (30) and Stormstrike love slow weapons. With equal damage per second, take the slow two-hander.
Armor - leather. Just like in Classic, a shaman can only wear mail from 40 (not checked in Forever): don't take mail rewards before 40.
In Forever, weightstones (for a mace) and sharpening stones (for an axe) stack with shaman enchants - extra damage on every hit.
Shocks and mana
A shaman's main worry before 30
The five-second rule: once you spend mana, it doesn't regenerate from Spirit for 5 seconds. Spend it in one burst - shield, totem, shock back to back - then hit with your weapon for a good while.
Lightning Bolt is only for pulling. Testers call 1–20 an “auto-attack simulator” and Lightning Bolt a “wet noodle”: don't cast in melee, you need the mana for healing.
One shock per mob: shocks share a 6-second cooldown. Flame Shock - an instant pull from 20 yards, Earth Shock - interrupt a cast or finish off a runner, and from 20 Frost Shock - a 50% slow.
Keep rank 1 Earth Shock on its own button: in the spellbook, turn on showing all ranks and drag rank 1 to your bar (that's how it works in Classic; check it in the Forever client). It interrupts a cast just like the highest rank but costs many times less mana.
Lightning Shield before the pull, not before every mob: three charges, 10 minutes.
Innkeepers sell water for your level: Ice Cold Milk from 5, Melon Juice from 15, Sweet Nectar from 25. Drink when you're below a third of your mana, and eat at the same time.
From 20 - Totemic Recall: when you leave a spot, pick up your totems - a quarter of their mana comes back.
Healing and how not to die
You have your own heal from level 1
Between fights, heal with the rank that matches the missing health: Healing Wave (rank 3) heals half as much as Healing Wave (rank 4), but costs half the mana and casts faster (2.5 seconds versus 3). The mana per point of health is the same - you only save on overhealing. Heal only when you're below half health.
In combat, when you're about to die - Lesser Healing Wave (from 20): fast but expensive.
Bandages heal without mana: First Aid is a must (“Professions”).
An orc's Hardiness makes stuns 20% shorter, and Shatter Curse removes curses and cuts the magic damage you take by 5% for 8 seconds.
From 30 - Reincarnation: you get back up where you died. It needs Ankh - according to the game files reagent vendors sell it, for example Horthus in Orgrimmar; the price in Forever hasn't been checked.
Getting around: the wolf
No mount until 40
Ghost Wolf from 20: +40% run speed, a 3-second cast, outdoors only. If you level as Enhancement (our build): Improved Ghost Wolf 2/2 by 20 - the wolf is instant and works indoors. Elemental and “Restoration: Dungeon Healer” don't have this talent; in “Restoration + Melee” the wolf is instant from 27 - until then, cast it ahead of time, before the fight.
Until 20 you only have your feet, so the route matters: the hearthstone, flights and death runs until level 10.
From 30 - Astral Recall: a second hearthstone with a 15-minute cooldown.
Talents 10–30
4 builds with a talent tree and the order by level
The main one is “Enhancement: Two-Hander”: Shamanistic Focus and an instant wolf at 20, Stormstrike at 25. Plus Elemental for a caster and two Restoration builds for dungeons.
All builds, the tree and the point order are in the “Leveling talents” section.
⚒︎
Professions and camping
What to take, where to learn it and what to collect - up to level 30
Advice for a shaman: Mining + Skinning, plus First Aid and Cooking. On the road, Mining gives you a lodestone (+melee attack power) and Skinning a stool (+2% crit), and together they bring in money for skills and for a mount at 40. The second option is Skinning + Leatherworking: your own leather armor and a tent. Blacksmithing makes weightstones and sharpening stones, which stack with shaman enchants in Forever, but it's expensive to level.
Camp buffs last an hour: the Mining lodestone (+attack power), the Skinning camp stool (+2% crit), the First Aid kit (+Stamina), the Herbalism candle (+Intellect; with the Mental Dexterity talent that's attack power too). They don't stack with similar class buffs.
Sit by any campfire for a minute, even someone else's - you get a buff for an hour.
Cooking and First Aid
In Forever any cooked food gives +5% experience from kills for 15 minutes - always eat.
Bandages heal without mana: Linen Bandage from linen, from skill 40 - Heavy Linen Bandage, then wool ones. In Forever, First Aid also makes healing potions.
20–30: Medium Leather from skinning, Tin Ore in the hills of Hillsbrad and Ashenvale.
New in Forever: a Durotar Supply and Logistics camp near the Crossroads. Fill the crates you find in the world with ore or hides and turn them in for a currency - it buys leatherworking patterns for melee gear with Strength and Agility: good clothes for a shaman with a two-hander.
Money
Sell gray items at every stop; ore, hides and cloth go to the Orgrimmar auction house.
Don't buy a weapon from a vendor if a quest one is 1–2 levels away (the list is in the “Shaman” section).
Shaman training up to 30 costs about 21 gold, 16 of it at 22–30. Aim for about 10 gold saved by 30: riding at 40 will most likely cost about 100 gold, as in Classic.
❖
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, Blizzard developer notes, the article on the mage and shaman (October 7), the Questie database and the RestedXP route for Forever. Things may change before the November 4 launch.
What stayed the samebeta data
The old Durotar, Orgrimmar and Barrens quests are all still there, with the same coordinates, and the experience needed per level hasn't changed.
The orc shaman class quests are the same as in Classic: Wowhead Forever marks them “unchanged”. Two things are new: Call of Fire[13] now also gives the relic Totem of Charged Flames, and Call of Water[23] (water totem) gives 185 experience (in Classic it gave none). Orc shamans do have other Forever class quests before 30, but they're far from the route: according to Wowhead, two quests from level 18 lead to Alterac Mountains and Duskwood, and a chain from 30 starts in Thousand Needles (step).
No new flight paths for the Horde in 1–30. The hearthstone is once an hour.
Ruins of Lordaeron - a new dungeon above Undercity, 6 bosses in any order. In Mulgore, on the stargazers' plateau - a new Earthen Ring camp, three level 30 quests and a new shaman trainer, Palah Thunderhoof.
Weapon enchants last 60 minutes and stack with stones, weightstones and oils. Fire Nova is a spell from 12, a blast around your fire totem.
Base lightning and shock damage at rank 3+ is lower than in Classic, and Lightning Bolt has a 2.5-second cast; staves became caster weapons (less damage, but with spell power) - except the white staves from vendors.
Testers praise the totems and the quality-of-life changes, and the most popular reply to the October 7 article is “nothing for shamans”. Every beta guide recommends leveling as Enhancement with a two-hander.
Orc: racial abilitiesbeta data
Blood Fury - +10% attack power and spell power for 15 seconds, 3-minute cooldown; there's no healing penalty anymore. Useful for a shaman both in melee and for shocks: press it at the start of a tough fight.
Since October 15, orcs get +1% critical strike chance with any weapon, spells included. Don't pick a weak axe just for the racial bonus.
Shatter Curse (new) - removes all curses with no immunity afterwards, -5% magic damage for 8 seconds, 3-minute cooldown.
On October 8 Blizzard said the orc and troll active racials might be too strong and promised changes - the numbers may change.
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 a shaman: keep Earth Shock for interrupts - rank 1 interrupts heals and fears just like the highest rank. Purge - against priest shields and paladin blessings. From 18, Tremor Totem removes fear. Against a rogue or warrior, an orc's Hardiness is half the battle: stuns are shorter.
Experience and conveniencesofficial
Cooked food gives +5% experience from kills. Camping buffs, the tent and the sleeping bag.
Dungeon quests give 2–3 times the experience of normal ones.
There's no automatic dungeon finder - only the bulletin board, and meeting stones don't summon.
The Legacy system: account-wide bonuses unlock once your first character reaches 25.
Playing with friends who share a language? Pick your preferred language in the settings: you'll land in the same world layer as its speakers more often.
★
Tips and common mistakes
The hearthstone, dangerous mobs, what not to forget
1 - Valley of Trials. ~7.5 - Razor Hill: northern Durotar and the first loop of the fire totem quest work fine without a hearthstone, and after Orgrimmar you can even walk to Razor Hill. ~12.8 - the Crossroads, until level 22. ~22.6 - Undercity: at the end of Hillsbrad the hearthstone takes you back to the zeppelin (step). ~27.6 - Splintertree Post (step). ~29.8 - Freewind Post (step): from 30, Astral Recall takes you there too.
For short distances - a death run. Almost free until level 10; from 11 - “Resurrection Sickness” and -25% durability.
From 30 a shaman has a second hearthstone - Astral Recall, with a 15-minute cooldown.
20–30: Chol'aruk (level 20 elite) with elite guards and Wrongly Blamed, Justly Corrected[23] (an elite level 23 marauder) - only with a partner; the Dun Garok dwarves (28–30) in Hillsbrad - the riflemen shoot from range; in Ashenvale Eck'alom (27) stuns for 15 seconds, and Sharptalon (31) is for 31+.
Common mistakes
Killed the Razormane at Thorn Hill or the cultists at Drygulch Ravine before taking Call of Fire[12]: the tar and the pouch only drop while the quest is in your log.
Sold Earth Totem or Fire Totem to a vendor: you can't place totems of that element without them.
Leveling with Lightning Bolt at 1–20: in Forever it's even weaker than in Classic. Hit with your weapon; Lightning Bolt is only for pulling.
A totem for every mob: in Forever totems last 5 minutes and work within 30 yards - put them down at the quest spot, and pick them up when you leave - Totemic Recall (from 20).