A step-by-step route for WoW Forever: a tauren shaman from Camp Narache to level 30. Where to go at every level, which quests to grab right away so you never run back, where to get all four totems (Earth Totem as early as 4, Fire Totem at 12–14 with a trip to Durotar, Water Totem and Air Totem at 20–30), which trainers to visit along the way, what to hit things with until 30 (a shaman knows staves from the start, and according to the beta client, two-handed maces and axes are now taught by a weapon master), 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. In melee the tauren racials help: Endurance gives +5% health, and War Stomp stuns up to five mobs around you. You can reset your talents at a shaman trainer - Narm Skychaser in Bloodhoof Village or Siln Skychaser in Thunder Bluff; 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” - that's an old line: on the beta players take it at 25 and press it in every rotation.
Weapons: white staves from vendors - a shaman knows staves from character creation: Walking Stick until 11, Quarter Staff from 11, Gnarled Staff from 15, Long Staff from 20. Two-handed maces are optional: Ansekhwa in Thunder Bluff teaches the skill (step), and then Goblin Smasher from a quest at 10 and the maces from the vendor in Ratchet come into play. From 22 we recommend two-handed axes - Hanashi in Orgrimmar (step): Long Staff is the last vendor staff until 31, and Merciless Axe at 26 hits 40% harder. What 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. And a tauren has no fire totem before 14 - its quest is a long one (step).
For a tauren: a staff with spell power - Cauldron Stirrer from the quest Apothecary Zamah[15] at 16 (step). In melee it's weaker than a white staff, but for lightning and shocks it's better.
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 tauren starting camp · Red Cloud Mesa in southern Mulgore · Kodo Rock
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All the quests are close to the camp: pick up everything, do them in a loop, turn them in as a batch. About 45 minutes. This is also where your first class quest is - the earth totem: from level 4, Seer Ravenfeather next to the trainer gives it. The reward is Stoneskin Totem and Earth Totem: without that item you can't place earth totems.
Don't forget in this section
A Humble Task[2]: for the reward, pick a gathering profession book - a free profession (readable from level 3). For a shaman we recommend Mining and Skinning (the “Professions” section explains why). Learn the second profession from the junior trainers right here (step) for 10.
Call of Earth[4]: the Ritual Salve drops from Bristleback Shamans in Brambleblade Ravine - Rite of Strength[4] and The Battleboars[4] take you there too. Take the quest at 4, before you head to the ravine (step): without it the salve doesn't drop.
Grace of An'she and Mu'sha[4] is timed, 10 minutes: take it when you're ready to run straight to the fire. The reward is a 6-slot bag.
Marjak Keenblade : Short Staff≈ 1 - a two-handed staff with 2.0 damage per second: twice as much as the starting mace (Worn Mace, 1.05). A shaman knows staves from character creation. Short on money? Sell your gray items and come back.
◈ Loot along the way
Cougar and boar pelts - for Skinning or a vendor. Don't sell the Strider Meat: you'll learn Cooking in the village, and in Forever food gives +5% experience.
➶ Level faster
Lightning Bolt is only for pulling: in Forever lightning is weak, and you need your mana for healing. Once the mob reaches you, hit it with your weapon - and from your first skill on, your weapon always has Rockbiter Weapon: the enchant lasts an hour.
War Stomp: a 2-second stun on everything around you, 1.5-minute cooldown. Two or three mobs on you? Press it and finish off the most wounded one.
For a shaman we recommend Mining and Skinning (the “Professions” section explains why). The book gives you one profession, learn the other one here. Wunna Darkmane in Bloodhoof Village sells the skinning knife and the mining pick.
Earth Shock is instant: it interrupts a spell and finishes off a fleeing mob. Mana is expensive, so don't press it on every mob. Call of Earth[4]: the salve drops from Bristleback Shamans in Brambleblade Ravine (step).
Rite of Strength[4]: the best of the rewards is Elder's Cane - a two-handed staff with 2.6 damage per second. Rock Mace is a one-handed mace to go with a shield, and it's weaker (1.8). You can't equip the axes and the knife without the skill. Attack on Camp Narache[4] gives Thick Bark Buckler - handy if you level with a one-handed mace and a shield.
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. Earthbind Totem slows the mobs around you - handy when two are coming at you; only one earth totem can be up at a time. Not level 6 yet? You'll learn them at 8 in the village (step).
Class
➜
Take the road north to Bloodhoof Village. Forever speed guides suggest getting down there with a “death run”: it's free until level 10, and the spirit healer resurrects you right by the village.
lvl 6–8
Bloodhoof Village
Mulgore's main village · the shaman trainer · almost ten new quests here in Forever
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Your base until level 10. In the village, pick up everything at once, loop south and east, and come back to turn it all in. The shaman trainer is Narm Skychaser : she teaches from level 8, and at 10 she gives you the fire totem quest.
Don't forget in this section
Poison Water[5], Swoop Hunting[6] and Mazzranache[8]: everything for them drops from the same wolves, plainstriders and swoops - take all three quests at once. Rite of Vision[7] isn't a drop: the Well Stones lie by the Winterhoof Water Well, and the Ambercorn is under the trees around the village.
Innkeeper Kauth , according to the game files: Ice Cold Milk≈ 24 (level 5). A shaman needs water more often than food: drink when your mana drops below a third.
Wolf paws and hearts, plainstrider talons and scales, swoop gizzards - don't sell any of it until you've turned in the village quests: three quests ask for them at once.
➶ Level faster
In Forever any “Well Fed” food gives +5% experience from kills for 15 minutes - eat it for 10 seconds. Cooking is unlocked by a new quest - Kaga Wildhoof by the road in front of the village. Do it first.
Until level 10 death is free: no “Resurrection Sickness”, just a little durability loss. The spirit healer is near the village - a death run is the faster way back to your turn-ins.
⚔︎Questing loop: “Winterhoof Cleansing”, “Rite of Vision” and “Kyle's Gone Missing!”
◎
➜≈ 500 yards southeast · ~1 min on foot
Southeast: the Winterhoof Water Well - cleanse it with the totem, Winterhoof Cleansing[6]; the Well Stones by the spring nearby - Rite of Vision[7]. Plainstriders on the way - Tender Strider Meat, Kyle's Gone Missing![7].
Drops from:Well Stone - Razorlash
New in Forever
↩Head back: turn in 3 quests, pick up 3 new ones and visit your trainer
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.
The Wind Witches among the harpies cast lightning from range - pull them around a corner so they come right up to you, and Earth Shock interrupts the cast.
Don't rush to turn in The Ravaged Caravan[8]: the follow-up is at level 10, and you'll turn it in on the way to the mine.
★
Back to the village with a death run: until level 10 it's free.
lvl 8–10
Western and northern Mulgore
Palemane Rock, the Thunderhorn well, Red Rocks, your first visit to Thunder Bluff
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Two loops: west to the gnolls, and north - the well, the dwarven dig site and Red Rocks. In between, a quick trip to Thunder Bluff to get the flight path and pick up a new quest. At 10, back in the village - the trainer and the fire totem quest.
At 9–10 you can still die for free - this is the last level when a death run to your turn-ins costs nothing. From 11 you get “Resurrection Sickness”.
Plainsrunning: as long as you keep running without stopping and without taking damage, your speed goes up 1% every 5 seconds, up to +30%. Leave the mobs on the road alone between loops - you'll get there noticeably faster.
The poachers hit harder than the rest. The cave is cramped: two on you - Stoneclaw Totem on the second one; if one runs off to its friends, finish it - Earth Shock is instant.
New in ForeverCareful
↩Head back: turn in 5 quests and pick up 1 new one
?
after travel
Turn-ins in the village (go back with a death run):
You don't have to drink the Water of the Seers from the quest and follow the vision - you can come straight here. Throw the empty flask away afterwards.
The Demon Scarred Cloak[12]: the reward for a shaman is Skorn's Hammer, a one-handed mace with 6.5 damage per second and +1 Strength, to go with a shield. Leveling with a staff? Take whatever sells for more: a shaman has no use for the gun.
The Venture Co. Mine, the new Galak camp, an elite shredder
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The eastern edge of Mulgore. New in Forever: the Galak centaur camp and an elite shredder in the mine. The mine is one trip for three quests; the shredder is optional and a separate trip: its quest is only offered once you've turned in the notes from the mine.
Don't forget in this section
Supervisor Fizsprocket[12]: the rewards are Goblin Smasher (a tauren-only two-handed mace, 8.2 damage per second, +2 Strength) and Compact Fighting Knife (a dagger). A shaman can't equip either one without a new skill. Two-handed maces are taught by Ansekhwa in Thunder Bluff (step) - if you're going that way, take the mace. If not, take whatever sells for more: Quarter Staff from vendors at 11 hits harder anyway (9.4).
➶ Level faster
At level 10 death is still free; from 11 you get “Resurrection Sickness” for (level − 10) minutes and −25% durability. The trip back down to the village after the mine is your last free one.
According to a beta report, a page is sometimes “already in use” - leave the mine and come back in. The goblins stand close together: Stoneclaw Totem on the second one.
New in Forever
◎
➜≈ 600 yards south · ~1.5 min on foot
Southeast of the mine - the Galak centaur camp on the eastern edge : 6 Galak Centaurs and 4 Galak Outrunners - Drive Them Out[9]; their leader Herak the Pillager (level 11) - his head, Drive Them Out[9].
It's a detour back into the mine, about ten minutes. According to beta feedback, you can kill the shredder solo: before the fight - Lightning Shield and Stoneskin Totem, heal when you drop below half health, and when it “overloads” and hits faster - War Stomp and a potion. Didn't work out? Abandon the quest and move on: it doesn't unlock anything.
New in ForeverCareful
↩Head back: turn in 2 quests and pick up 2 new ones
Mulgore turn-ins, the capital's new quests and a staff at 11
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A big visit to the capital: turn in the Mulgore quests and pick up the new Thunder Bluff quests. This is also where you decide what to hit things with until 15: a white staff from the vendor, or a two-handed mace if you learn the skill.
Don't forget in this section
The four supplies for Traditions of the Bluff[10] are sold by Thunder Bluff vendors - buy them while you're in town.
The Barrens Oases[10] on Elder Rise - pick it up before you leave town.
For a healer with a shield: Etu Ragetotem - Mace≈ 17 (level 9), a one-handed mace with 6.3 damage per second; Elki sells shields.
Kuruk and Pakwa : Heavy Brown Bag≈ 2 - 10 slots, if you have money to spare. Short on cash? Wait: the 6- and 8-slot bags are cheaper in the village.
➶ Level faster
The Windfury Sorceresses in northern Mulgore (step) cast lightning from range: lure them around a corner so they come right up to you, and interrupt the cast with Earth Shock.
⚔︎ PvP
At launch Warsong Gulch opens from level 10 (10 vs 10, bracket 10–19). On the beta, testers say only the new battleground from 30 works.
⌂Turn in 1 quest, pick up 2 new ones and visit your trainer
Blizzard says that in Forever two-handed axes and maces became baseline skills for the shaman - you no longer need the Classic talent for them. A shaman doesn't know them from the start: the weapon master teaches them like any other skill, for 10, a little cheaper with reputation. Until 15 there's little gain: Quarter Staff hits no weaker than Goblin Smasher. The skill pays off at 13–14 (the maces from the vendor in Ratchet) and at 20 if you go into Wailing Caverns: Hammerbone is there. A new skill starts at 1 - do your first fights with the mace on mobs below your level.
Harpies, the Wildmane well, the kodo horn - and the eastern road through Camp Taurajo
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Your last loop through Mulgore: the north below Thunder Bluff, turn-ins in the capital and the village, then the eastern road into the Barrens - through Camp Taurajo to the Crossroads.
Get the Camp Taurajo flight path as soon as you come out into the Barrens.
➶ Level faster
War Stomp stuns everything around you for 2 seconds, 1.5-minute cooldown. Your shocks are on cooldown and a Windfury Sorceress starts casting? Press it - it interrupts the cast too.
⚔︎Questing loop: “Preparation for Ceremony”, “Stalk With The Earthmother”, “Wildmane Cleansing” and 2 more
◎
next - Mulgore
Below Thunder Bluff, to the north : Windfury Sorceresses and Matriarchs - 6 Azure Feathers and 6 Bronze Feathers, Preparation for Ceremony[11]. The cones lie on the ground under the harpies' trees - 8 of them, Stalk With The Earthmother[11].
Wildmane Cleansing[10]: the rewards are Dreamwatcher Staff (a staff with 5.6 damage per second, weaker than Quarter Staff) and an axe: take whatever sells for more. You'll carry Thunderhorn's Report[10] to Thunder Bluff at 16 (step): the route doesn't go back there before that. Not 12 yet? You'll learn the level 12 skills in Orgrimmar (step).
New in ForeverClass
➜
next - The Barrens
The road east of the village takes you out of Mulgore into the Barrens, to Camp Taurajo: Omusa Thunderhorn - get the flight path; Kirge Sternhorn - accept !Journey to the Crossroads[12]. Then follow the road north to the Crossroads.
lvl 12–13
The Barrens: the Crossroads and Thorn Hill
The best zone for 12–20 on the Horde side · Crossroads quests, the Razormane and the start of the fire totem quest
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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. After Thorn Hill comes a class detour: the fire totem quest takes you north of the hill and then on to Durotar.
Don't forget in this section
Jahan Hawkwing : A Bundle of Hides[10] is a delivery that gives experience, and its follow-up Ride to Thunder Bluff[10] is a free excuse to fly to Thunder Bluff. Keep it until 16: you'll fly there for your level 14 and 16 abilities.
The heads (Raptor Thieves[13]) drop from raptors all over the Barrens - kill them on the way.
There are no shaman trainers in the Barrens. The level 12 skills are in Orgrimmar (step), 14 and 16 - in Thunder Bluff at 16 (step).
The Crossroads, Jahan Hawkwing : leather armor from level 12 - if the quests didn't give you anything. A shaman only wears mail from 40.
◈ Loot along the way
Plainstrider and beast 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. Thornweavers and Water Seekers cast spells - Earth Shock interrupts the cast.
⚔︎ 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 gates get raided a lot: a crowd in blue at the entrance - check their levels first.
The Fire Tar for the fire totem quest (Call of Fire[12]) doesn't drop here yet: you'll get that quest in Durotar and come back to the Razormane at 14 (step).
Class quest: across the bridge into Durotar, the shrine on the mountain and the pouch on the way to Orgrimmar
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The fire totem quest runs across two zones. Kranal Fiss is in the Barrens, and Telf Joolam is in Durotar, in the shrine on the mountain above the Valley of Trials. He needs two things: Reagent Pouch from the Burning Blade cultists at Drygulch Ravine (on the way to Orgrimmar) and Fire Tar from the Razormane at Thorn Hill. That's why you go to Durotar twice: now - to the shrine and for the pouch, and at 14 - to the shrine again (step). The reward at the end is Searing Totem, Fire Totem and Totem of Charged Flames, a new Forever relic.
Don't forget in this section
The pouch and the tar only drop while Call of Fire[12] is in your log. You'll collect the tar at 14, when you go back to the Razormane (step).
➶ 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.
?
➜≈ 550 yards east · ~1.5 min on foot
East to Far Watch Post , and across the bridge over the Southfury River into Durotar. Then south along the river: a hidden path starts by the water 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 players spend ages looking for the start of the path: open the marker and stick to the path instead of climbing straight up the rocks - it's easy to fall off the narrow ledge.
ClassCareful
⚔︎Questing loop: “Call of Fire”
◎
➜≈ 1400 yards northeast · ~3.5 min on foot
Down the same path and northeast, to the road from Razor Hill to Orgrimmar. The Burning Blade cultists at Drygulch Ravine : Reagent Pouch, Call of Fire[12]. Then north along the road - to Orgrimmar.
Drops from:Fire Tar - Razormane Water Seeker, Razormane Thornweaver, Razormane Geomancer and others · Reagent Pouch - Burning Blade Cultist, Stonesplinter Seer
There are only seven cultists, and not every one drops the pouch: if it doesn't drop, wait for them to respawn. They cast spells - Earth Shock interrupts the cast.
Class
lvl 13
Orgrimmar: the level 12 trainer and new quests
Flight path, the shaman trainer in the Valley of Wisdom and five Forever city quests
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From Drygulch Ravine it's a couple of minutes north to the gates of Orgrimmar. Here you get the level 12 skills (if you didn't learn them in the village), the flight path (useful at 20–30, when you head for the zeppelin) and five new quests. Back to the Barrens with your hearthstone.
Fire Nova is a blast around your fire totem: it starts working once you have Fire Totem (at 14). Purge removes one buff from an enemy - a shield or a heal. Ancestral Spirit brings your friends back after a fight. Learned them in the village? Skip this step.
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
⌂
Hearthstone → the Crossroads.
lvl 13–14
The Barrens: Ratchet and Fire Tar
The Ratchet pirates and the Razormane leader - with the tar for the fire totem quest
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The Ratchet pirates and a second visit to the Razormane. Now that Call of Fire[12] is in your log, the Razormane drop Fire Tar - the last item for the shrine. From the Crossroads - east along the road to Ratchet.
Don't forget in this section
You need the pirate camp south of Ratchet twice: first the Brigands and Cannoneers (Southsea Freebooters[14]), then the crates (Stolen Booty[16]) - take the follow-ups right away.
Fight the Razormane leader (Kreenig Snarlsnout) at full health: there are Geomancers and Defenders nearby.
¤ Shopping and useful stuff
Ratchet: according to the game files, Lizzarik , who walks the road west of town, sells Ironwood Maul≈ 70 (level 13, 11.8 damage per second, +5 Stamina) and Heavy Spiked Mace≈ 74 (level 14, 12.5, +6 Strength) - two-handed maces, only if you've learned the skill (step). Limited stock.
Ratchet, Ironzar : Gnarled Staff≈ 55 (level 15) - a staff with 11.9 damage per second. Too early for now - remember it at 15.
➶ Level faster
The pirates stand in pairs: Stoneclaw Totem on the second one, Earthbind Totem so a runner doesn't bring its neighbors. Drop the totem before the pull, not during the fight.
➜
after travel
From the Crossroads, take the road east to Ratchet:
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
⚔︎Questing loop: “The Disruption Ends”, “Call of Fire” and “The Zhevra”
◎
➜≈ 750 yards northeast · ~2 min on foot
Back east to the Razormane: Geomancers and Defenders and the leader Kreenig Snarlsnout - The Disruption Ends[15]; Fire Tar from the Geomancers, Mystics, Water Seekers and Thornweavers - Call of Fire[12]. Zhevras on the way - hooves, The Zhevra[13].
Geomancers throw fire from range - start with them; Earth Shock interrupts the cast. Not every mob drops the tar, but you only need one.
Class
lvl 14
Call of Fire: the fire totem
A second visit to the shrine on the mountain above Durotar · the fire totem and the relic
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You have the tar - now the second loop: across the bridge into Durotar, the shrine, the fight with the fire manifestation and back to the Barrens. Roughly 10–15 minutes (an estimate, not timed). The reward is Searing Totem, Fire Totem and Totem of Charged Flames.
Searing Totem hits the nearest enemy within 20 yards - drop it once the mob is already on you, and away from other mobs. Gathered two around the totem? Fire Nova.
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. Flame Shock is almost useless here: fire most likely doesn't hurt a fire elemental. Lost the sapta? Telf Joolam gives you a new one (Fire Sapta[13]).
ClassCareful
↩Head back: turn in 3 quests and pick up 1 new one
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]: Stonewood Hammer is a two-handed mace with 9.5 damage per second and +3 Stamina: only with the Two-Handed Maces skill, and it's still no stronger than Quarter Staff. You can't equip Pointed Axe without the axe skill, and a shaman has no use for the bow: take whatever sells for more.
⚔︎Questing loop: “Harpy Raiders” and “Prowlers of the Barrens”
Not 16 yet? Fly anyway: you'll learn the level 14 skills now, and the level 16 ones (Rockbiter Weapon, Cure Poison, Lightning Shield) at 20. A couple of thousand experience short? Make it up around the Crossroads: Rockbiter Weapon gives +118 attack power, and it's worth sticking around for.
Class
lvl 16
Thunder Bluff: the trainer at 14–16
A timed quest, a delivery with experience and the level 14–16 skills on Spirit Rise
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From the Crossroads, fly to Thunder Bluff: you'll bring along the timed quest and the bundle of hides. The shaman trainer is on Spirit Rise, then the turn-ins - and back with your hearthstone.
Don't forget in this section
Apothecary Zamah[15] is timed: take it only when you're flying straight to Thunder Bluff.
Return to Jahan[10] is turned in at the Crossroads - don't forget it when you get back.
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.
Apothecary Zamah[15]: for a healer and for Elemental - Cauldron Stirrer, a staff with spell power (7.4 damage per second); for a melee fighter it's weaker than a white staff - take the potion. Putting a group together for Wailing Caverns? Apothecary Zamah also gives a Serpentbloom quest - you'll take it at 20 (the “Wailing Caverns” section).
Put Rockbiter Weapon on your weapon right away. Cure Poison removes poison - handy against spiders and snakes. Didn't learn the level 12 skills? They're here too.
The Sludge Fen, Ratchet, the Dry Hills and the southern oases
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A big loop: the north (Venture Co. goblins, the Sludge Fen), Ratchet, then the Dry Hills, the south and the oases. There's no shaman trainer in the Barrens: you'll learn your level 18 skills together with the level 20 ones in Thunder Bluff.
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].
¤ Shopping and useful stuff
Ratchet, Ironzar : Gnarled Staff≈ 55 (level 15) - if you didn't buy it in Thunder Bluff.
➶ Level faster
Pirates and centaurs walk in threes: the fire totem and Stoneclaw Totem go down before the pull, and once you've gathered a crowd around the fire totem - Fire Nova. If it gets really tight - War Stomp: for 2 seconds nobody hits you.
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
◎
after travel
The north:
Echeyakee - blow the horn from the quest at its lair and the beast appears: the hide, Echeyakee[16]. The Venture Co. control console : turn in ?Samophlange[14], accept !Samophlange[14] and close the three valves (Samophlange[14])
Samophlange[16]: Welding Shield (345 armor, +2 Stamina) and Engineer's Hammer (a one-handed mace with 8.1 damage per second) are for a healer with a shield; leveling with a staff? Take whatever sells for more. The Escape[18]: for a shaman - Greasy Tinker's Pants (leather); you can't use the other option.
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.
Careful
↩Head back: turn in 3 quests and pick up 1 new one
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. At 20 - hearth to the Crossroads and fly to Thunder Bluff for the trainer.
Don't forget in this section
Serena Bloodfeather is level 20 and calls harpies for help: clear the ones standing nearby first.
➶ 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 War Stomp gives you 2 seconds of breathing room.
⚔︎Questing loop: “Serena Bloodfeather”
◎
➜≈ 1300 yards northwest · ~3 min on foot
The Dry Hills: Serena Bloodfeather among the harpies - Serena Bloodfeather[20]. Keep the head in your bags - you'll turn it in when you're back at the Crossroads at 20 (step).
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.
Thunder Bluff: the trainer at 20 and Call of Water
Level 18–20 skills, Ghost Wolf, the start of the water totem quest and the Crossroads turn-ins
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There are no shaman trainers in the Barrens: the level 18 and 20 skills are taught on Spirit Rise. At 20 - Ghost Wolf, your main purchase until 40. Xanis Flameweaver is there too and gives the water totem quest: it takes you to Ratchet, and from there you fly to Camp Taurajo, where the 20–30 route begins.
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.
¤ Shopping and useful stuff
Etu Ragetotem : Long Staff≈ 99 (level 20) - a staff with 15.2 damage per second; with the maces skill - Maul≈ 110 (level 21, 16). Going into Wailing Caverns? Don't spend the money: Hammerbone is in there, at 20.4.
Training for 18 and 20 costs about 212. Short on money? Put off whatever can wait (see the “Shaman” section).
➶ Level faster
Ghost Wolf (20) - for any run longer than half a minute: +40% run speed, outdoors only. If you level as Enhancement (our build), it's instant by 20; in the other builds it has a 3-second cast - press it before the fight.
Totemic Recall (new in Forever): leaving a quest spot? Recall your totems and a quarter of their mana comes back.
⌂Turn in 5 quests, pick up 4 new ones and visit your trainer
A shaman can't equip any of the rewards without a new skill: Zhovur Axe is a two-handed axe with 13.1 damage per second (the skill is taught in Orgrimmar, Hanashi ), Harpy Skinner is a dagger, Elegant Shortsword is a sword. The axe is stronger than Gnarled Staff: if you plan to learn axes (at 22), keep it in your bags - it's a handy way to level the new skill; if not, take whatever sells for more. Don't take the follow-up (Letter to Jin'Zil[20]) yet: it's for the 20–30 route (step).
Call of Water[22] leads to the Southern Barrens: Brine is waiting there, and she gives you the first of three waterskins (step). Then - the 20–30 route.
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 (you need the Two-Handed Maces skill - Ansekhwa in Thunder Bluff); for a healer - Crescent Staff, a staff with spell power. 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.
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.
Levels 20–30 · 17 sections. They open when you get there.
lvl 20–21
The Southern Barrens: Call of Water
Camp Taurajo, the Field of Giants, Brine and the brown waterskin, the elite Chol'aruk
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You're at Camp Taurajo with Call of Water[22] in your log. Until 22, clear out the Southern Barrens: the Taurajo and Crossroads quests, the Field of Giants and the hut on the hill south of it - there Brine gives you the first waterskin for the water totem. Got a partner? The elite Chol'aruk as well. 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 pillager. With two people you'll finish both quests quickly; 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: 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.
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
Chol'aruk the Ravener[21]: for a melee fighter - Big Bad Basher, a two-handed mace with 16 damage per second, +4 Strength and +6 Stamina: you need the Two-Handed Maces skill (step). For a healer - Thornwoven Shield, a shield.
Wrongly Blamed, Justly Corrected[23]: for a melee fighter - Encroacher's Claim, a two-handed axe with 19.7 damage per second and +6 Strength. Two-Handed Axes are taught in Orgrimmar, and the route gets there at 22 (step).
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
Taurajo and the Crossroads are linked by a flight path - fly between turn-ins, and run around the Barrens as a wolf: Ghost Wolf gives +40% run speed.
The Barrens rares Humar the Pridelord (level 23 elite) and Takk the Leaper drop set pieces: according to Wowhead, two items 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 Frost Shock: if an Alliance rogue or warrior jumps you, slow them by 50% and back off to heal, and if they stick right on you - War Stomp stuns them for 2 seconds. 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.
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: “Ishamuhale”, “Chol'aruk the Ravener”, “Tribes at War” and 4 more
◎
➜≈ 700 yards east · ~1.5 min on foot
Northeast of the Crossroads: 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]. Took Chol'aruk the Ravener[21]? Chol'aruk with elite guards: his head, Chol'aruk the Ravener[21].
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; 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 a bunch of small adds - kill them first; once you've gathered a crowd around the fire totem - Fire Nova. According to a beta report the soldiers respawn slowly - if you meet another player on this quest, invite them. Pillager too much for you? Abandon Wrongly Blamed, Justly Corrected[23]: at 29 you can handle him solo (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 Orgrimmar: that's where the level 22 trainer and the zeppelin to Undercity are.
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 the mountains don't trade on the beta: Veenix sells nothing, and Nizzik doesn't even respond (according to player comments). Get your two-hander in Thunder Bluff or Orgrimmar.
⚔︎ 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: if they all reach you at once - War Stomp, and around the fire totem Fire Nova hits them all.
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.
Want another 6–7 thousand experience and the Zoram'gar flight path? First stop by western Ashenvale (optional). Leveling without a group? Be sure to go: you won't have any dungeon quests, and the experience will come in handy.
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.
Drops from:Wrathtail Head - Wrathtail Myrmidon, Wrathtail Razortail, Wrathtail Wave Rider and others
Naga sirens cast spells - Earth Shock interrupts their casts.
➜
From Zoram'gar, fly to Orgrimmar: the route goes through the Crossroads, so you don't need the Splintertree Post flight path for it. Then the trainer and the zeppelin.
lvl 22
Orgrimmar: the trainer at 22 and two-handed axes
The level 22 skills in the Valley of Wisdom, the weapon master and the zeppelin to Undercity
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From Stonetalon, fly to Orgrimmar. There are no shaman trainers in the Barrens or Stonetalon, and Orgrimmar is on the way to the zeppelin anyway: here you get the level 22 skills and the weapon master who teaches Two-Handed Axes.
Don't forget in this section
The tower by the Orgrimmar gates has two zeppelins: you want Frezza - to Undercity. Snurk Bucksquick goes to Grom'gol.
¤ Shopping and useful stuff
According to the game files, Valley of Honor: Zendo'jian - Battle Axe≈ 98 (level 20), a two-handed axe with 15.3 damage per second - a handy way to level the new skill; Koru - Long Staff≈ 99 (level 20) and Maul≈ 110 (level 21).
➶ 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.
Don't learn Poison Cleansing Totem yet: it's a water totem, and you can only place it with Water Totem in your bags (same as Mana Spring Totem), which you won't have until 30. For now Cure Poison removes poison - one at a time, but without a water totem. Water Breathing (30) is optional and handy in Blackfathom Deeps; it needs Shiny Fish Scales, and according to the Questie database no vendor on the route sells them.
ClassNew in Forever
✦
➜≈ 600 yards east · ~1.5 min on foot
The weapon master in the Valley of Honor, in the east of the city - Hanashi or Sayoc : Two-Handed Axes, 10 - that's what the Forever guides say, same as in Classic.
Long Staff (15.2 damage per second) is the last vendor staff until 31, and the best two-handers for 21–30 are axes: Encroacher's Claim (19.7, +6 Strength) from the quest Wrongly Blamed, Justly Corrected[23], Forsaken Greataxe (20.5, +8 Strength) from the Ruins of Lordaeron and Merciless Axe (21.1, +12 Strength) from vendors at 26. A shaman learns Two-Handed Axes from the weapon master like any other skill (Blizzard made them baseline). A new skill starts at 1: at first, use the axe on mobs below your level. The axe for that is Zhovur Axe from the quest Serena Bloodfeather[20] if you didn't sell it, or Battle Axe: according to the game files, Zendo'jian sells it right here. Have Hammerbone from Wailing Caverns? You can skip the axes.
Class
➜
after travel
The zeppelin tower outside 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 (an estimate based on 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
Benijah Fenner , according to the game files: Long Staff≈ 99 and Maul≈ 110 - 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.
Learned Two-Handed Axes and have an axe with you? The mobs by the road are lower level than you: the perfect place to start leveling the skill.
lvl 22–23
Silverpine
The Sepulcher, Ambermill, Beren's Peril and new Forever quests
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It's a tauren'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 worgen broke off the tank and is running at you? War Stomp: 2 seconds, and the tank takes it back.
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; you need Two-Handed Axes - step), 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. If a pack breaks loose onto you - War Stomp, and back off to the tank.
Learned Two-Handed Axes (step)? Take Forsaken Greataxe: the best two-hander on the route until 26. For a healer, for Elemental and for anyone who didn't learn axes - Gnarled Necromancer's Staff: a staff with spell power and +10 Spirit, and its damage is on par with Long Staff.
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 20, and it has the well for the red waterskin. Don't go into Southshore (Alliance) - it has guards.
Ott , according to the game files: Merciless Axe≈ 32 (level 26) - a two-handed axe with 21.1 damage per second and +12 Strength, the best two-hander before 30 that you can simply buy. You need Two-Handed Axes (step). Can't afford everything? Your level 24 and 26 skills come first (step): according to the game files, Delgo Ragetotem in Thunder Bluff sells the same axe (at 27). The axe is limited stock: if someone bought it before you, wait for the restock.
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 that's an old line - on the beta it works from 25. 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, Frost Shock keeps him from running away, and War Stomp gives you 2 seconds to heal.
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.
Krusk - accept !The Rescue[22]. The well in the middle of Tarren Mill - fill the red waterskin, Call of Water[22].
The full waterskin is turned in in the Barrens (at 27).
ClassNew in Forever
⚔︎Questing loop: “Elixir of Suffering”, “Valuable Vantages”, “WANTED: Syndicate Personnel” and 2 more
◎
➜≈ 400 yards south · ~55 s on foot
South first: gray bears and creepers on the way - tongues and ichor, Elixir of Suffering[22]. New in Forever: Deathstalker Masoj stands on the hill north of Nethander Stead - turn in ?Scout Support[25], accept !Valuable Vantages[25]. The first vantage point for the vial is to the southeast, on the hills above Dun Garok (Valuable Vantages[25]).
He has no camp: he stands alone on the slope above the vineyard - 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 War Stomp, 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
The trainer at 26 and Stonetalon again
Level 24–26 skills in Orgrimmar, Brine and 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.
Pull the guards one at a time. If both come at you - Stoneclaw Totem on one, Frost Shock on the other; if the fight gets rough - War Stomp, and heal while they're stunned.
How to do this quest - Shadumbra's Head
The panther walks in a circle - it's easier to stand at and wait.
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.
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.
¤ Shopping and useful stuff
Delgo Ragetotem , according to the game files: Merciless Axe≈ 32 - if you haven't bought it yet and you've learned Two-Handed Axes.
⌂Turn in 4 quests, pick up 6 new ones and visit your trainer
Take the northeast elevator down - it's closer to the path. At the bottom, walk north along the cliff: the path up starts north of Thunder Bluff , then follow it west to the tents. You can't climb the slope straight from the plain, and there's no flight path on the plateau.
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.
Ankh≈ 20 - without it Reincarnation (30) doesn't work. Montarr sells it - 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≈ 20 - Chepi sells it, if you didn't buy it at Freewind.
Ohanko , according to the game files, from 30: War Hammer (a two-handed mace) and Bullova (a two-handed axe) - 22.3 and 22.4 damage per second with no bonuses. 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, and there's also a portal in the Darkspear Raiders camp north of Ratchet . Don't fall into the water - testers complain about sharks. Battlegrounds most likely give no experience (they didn't in Classic).
Grounding Totem absorbs one harmful spell and breaks: against a mage, priest or warlock, drop it first, then attack. To interrupt a healer's cast - Earth Shock, and if the shock is on cooldown - War Stomp.
⌂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 the new Forever 30–40 chain, Elemental Aid[33]: according to a beta comment, Prate Cloudseer gives it as soon as you turn in Call of Air[30] to her (the Wowhead database also lists Rau Cliffrunner at Freewind Post). 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 a tauren:War Stomp stuns up to five mobs around you for 2 seconds. A pack broke off the tank and is running at you? Press it: the tank will have time to pick it back up.
No group - don't take a single quest from here. The tauren quests here give no weapons, and returning the satchel gets you mail bracers, which a shaman can't wear until 40.
Wailing Caverns
17–24 · the Barrens, the oasis west of the Crossroads
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.
By an estimate, the three quests give about 20 thousand experience in Forever - more than half a level. The run itself - at 23–24. Worgen casters and Arugal's mages cast spells - save Earth Shock for their casts.
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 tauren 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 - War Stomp: for 2 seconds nobody hits you. 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: Meela Dawnstrider in Camp Narache (only up to 6), Narm Skychaser in Bloodhoof Village, Siln Skychaser , Tigor Skychaser and Beram Skychaser on Spirit Rise in Thunder Bluff, Kardris Dreamseeker , Sian'tsu and Sagorne Creststrider in Orgrimmar's Valley of Wisdom, and the new Palah Thunderhoof on Skywatcher 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: Camp Narache at 1–6 (step), Bloodhoof Village at 8 (step) and 10 (step), Orgrimmar at 13 (step), Thunder Bluff at 16 (step) and 20 (step), Orgrimmar at 22 (step) and 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
White staves until 22, then two-handed axes; two-handed maces are optional
A tauren shaman knows maces, staves and shields from character creation (beta client data, same as in Classic). Two-Handed Maces and Axes, 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 - according to the client data, weapon masters teach it like any other; this hasn't been checked on the beta yet. Two-Handed Maces - Ansekhwa in Thunder Bluff, axes - Hanashi and Sayoc in Orgrimmar; in Classic the skill cost 10.
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. A shaman only learns mail at 40 (beta client data, same as in Classic): don't take mail rewards before 40.
In Forever, weightstones (for a mace or a staff) 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”).
For a tauren: Endurance - +5% health, War Stomp - a 2-second stun on up to five enemies around you: enough time to step away from a pack or interrupt a cast when your shock is on cooldown.
From 30 - Reincarnation: you get back up where you died. It needs Ankh≈ 20 - reagent vendors sell it, for example Chepi in Thunder Bluff and Montarr at Freewind Post.
Getting around: the wolf and running
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.
The tauren's Plainsrunning: while you run without stopping and without taking damage, your speed grows by 1% every 5 seconds, up to +30%. Leave the mobs on the road alone - you'll get there faster.
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. A tauren doesn't need to learn Herbalism: Cultivation grows a copy next to any herb, and you can pick it even without the skill.
Junior trainers in Camp Narache: Vartha Rockmane (Mining), Nawka Wildsong (Skinning), Garan Sunstrider (Herbalism) - 10 each. Learn one profession from them, and the book gives you the second.
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.
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
Before 20 a shaman has three noticeable expenses: Walking Stick at 5–6 (5 silver), Quarter Staff at 11 (about 30 silver) and training at 16 and 20 (about 3.5 gold together).
Sell gray items at every stop; ore, hides and cloth go to the Thunder Bluff 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, beta client data, 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 Mulgore and Barrens quests are all still there, and neither their experience nor the experience per level has changed.
The tauren shaman class quests are the same as in Classic: Wowhead Forever marks them “unchanged”. There are two differences: 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).
Tauren don't get new shaman quests of their own: the new shaman quests on Wowhead are for Alliance dwarves and the Skyborne. Two Forever class quests from level 18 lead to Alterac Mountains and Duskwood, and a chain from 30 starts in Thousand Needles - all of it off the 1–30 route.
No new flight paths for the Horde in 1–30, and no zeppelin from Thunder Bluff either: you get to the Eastern Kingdoms through Orgrimmar. The hearthstone is once an hour.
Mounts still come at level 40 (the first one is free, training costs 100 gold).
Mulgore and Thunder Bluffbeta data
The Mulgore map was rebuilt: the coordinates don't match the old guides. This site uses Forever coordinates.
In northwestern Mulgore there's a new Earthen Ring camp on Skywatcher Plateau: level 29–30 quests around Gloomrise 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.
Tauren: racial abilitiesbeta data
War Stomp - since October 15 the cooldown is shorter: 1.5 minutes instead of 2; still the same 2-second stun on up to 5 enemies around you. For a shaman it's a spare interrupt when the shocks are on cooldown.
Endurance - +5% health and +2% critical strike damage and critical healing (since October 15; it used to be +1% hit). For a shaman that means slightly harder lightning and melee crits and slightly bigger critical heals.
Plainsrunning (new): while you run, your speed goes up 1% every 5 seconds, up to +30%; taking damage or stopping lowers the bonus. On a mount - another +3% speed.
Cultivation is now a button: grow a copy of an herb nearby and pick it without Herbalism, once per herb. Since October 15 the cooldown is 15 minutes (it used to be 60).
Nature Resistance isn't on the Forever racial list. The data is from the Wowhead Forever tooltips as of October 16; 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, and one faction per account; “RP” - same as Normal. Hardcore comes after launch.
Horde lands on the route: Mulgore, the Barrens, Tirisfal, Silverpine. Contested: Stonetalon, Hillsbrad, Ashenvale, Thousand Needles.
Battlegrounds: Warsong Gulch from 10, Arathi Basin from 20, the new Darkspear Islands (15 vs 15) from 30, Alterac Valley from 51. Brackets of 10 levels. 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, keep Lightning Shield up at all times, and War Stomp gives you 2 seconds of breathing room.
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.
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Tips and common mistakes
The hearthstone, dangerous mobs, what not to forget
1 - Camp Narache. 12 - the Crossroads (step), until level 22: you hearth back from Orgrimmar at 13 (step), from Thunder Bluff at 16 (step), and at 20 from the Stonetalon border (step). ~22.6 - Undercity (step): 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. Free until level 10, after that - “Resurrection Sickness” and −25% durability.
From 30 a shaman has a second hearthstone - Astral Recall, with a 15-minute cooldown.
Stonetalon: the Grimtotem casters and Grundig Darkcloud; at 21–22 - the elite Besseleth (with a partner), at 27 - the rare elites Sorrow Wing (27) and Sister Riven (28); the fire elementals of the Charred Vale shrug off fire.
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
Brambleblade Ravine without Call of Earth[4] in your log: the salve only drops while you have the quest.
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).
A high-rank Earth Shock just to interrupt: rank 1 interrupts just as well and costs many times less.
A green spell power staff in melee: a white vendor staff of the same level hits harder.
Paying the weapon master for staves, maces and shields: a shaman knows them from character creation. Only the two-handers are worth learning - and only once you have something to hit with.
A reward axe without the skill: a weapon master in Orgrimmar teaches Two-Handed Axes (step), and a new skill starts at 1 - level it on mobs below your level.