Berserking lets a Troll Mage cast 10% faster, and run out of mana about 10% sooner too. This guide takes you to 30 through Durotar, the Barrens, Stonetalon Mountains, the Eastern Kingdoms, Ashenvale, and Thousand Needles. You'll find where to train, when to grab the wand and class quests, and which elites are worth saving the racial for.
Updated November 4, 2026 for Blizzard's November 2 changes: new Fire, Arcane and AoE orders, Ice Lance has an 8-second cooldown, and Piercing Ice was removed.
!Accept quest?Turn in quest◎Complete➜Travel✦Class trainer⚒︎Professions☠︎Dungeon⌂Hearthstone¤Purchase★Tip⌖Clicking coordinates copies a /way command for TomTom, Shift+click copies the built-in /mappin pin (no addons)
⚙︎
Addons
What to install from CurseForge for Forever: the useful and the fun
Maps inside dungeons:Dungeon Crawler Forever shows floors, passages, bosses and quests. Open it with /dm. Its data changes with the beta: double-check quest requirements in game. More conveniences, screenshots and highlight commands - in the useful addons guide.
How to install. In the CurseForge app, add the game with the “+” button and point it to your Forever client folder - a Forever tab appears. Manually on the beta: the _classic_beta_\Interface\AddOns folder. Addons for regular Classic won't work - you need a file marked Forever (1.60.1). ★ - our pick.
Already in the game - no addon needed: coordinates on the map and minimap (turn them on in the settings), quest objectives on the map (the “Enhanced” template at first login, or the quest objectives option), a damage meter, a swing timer, the Cooldown Manager, one combined bag, an equipment manager and a modern auction house. Not in the game: a threat meter, markers for quests you haven't picked up yet, and a /way command.
Quests and map
★ Questie - who gives quests and where the objectives are, on the map and minimap. It still lacks some of the new Forever quests.
★ TomTom - an arrow to a point. The coordinates on this site copy as a /way command for it.
★ Leatrix Maps - reveals unexplored parts of the map, shows dungeon entrances, and the map can be enlarged.
Forever Quest Tint - tints the text of new Forever quests, so you see at a glance what's new.
Conveniences
★ Leatrix Plus - auto quest turn-in, junk selling, repairs, fast loot and dozens of small things. There's a separate version for Forever.
★ Baganator - proper bags and bank: the built-in combined bag can't be moved. A similar one - Bagnon.
★ Auctionator - posts auctions quickly, remembers prices and shows them in tooltips.
★ Platynator - draws neat bars above mobs and marks the ones you need for a quest. Very handy while leveling.
Professions
★ GatherLite - herbs, ore and fish on the map: it already ships with more than 26 thousand points made for Forever.
GatherMate2 - the same, but it only remembers points as you gather them yourself.
For fun: voiceover and dialogue
★ Spoken - English voiceover for quests, books and zones. On the Forever forums it gets the most praise: “like an audiobook”. More in the addons guide.
★ Immersion - movie-style NPC dialogue instead of the usual quest window.
Optional
Details! or ThreatClassic2 - threat in dungeons: the built-in damage meter doesn't show it.
Easy Experience Bar - experience per hour and how much is left to the next level.
Dungeon Journal - dungeon quests and loot: Forever has no dungeon journal of its own.
WeakAuras has no Forever version; use the fork ForeverAuras instead (it can do what the built-in Cooldown Manager sees).
For mail, instead of Postal try Forever Mail: recipient picker, mail history and attachment lists. More in the general addons guide.
Zygor and ElvUI aren't installed through CurseForge.
Combat “helpers” that do calculations are banned in Forever, as in the modern game: addons may display, but not calculate.
For Mages
Mage Portal Dock - Forever - a bar for teleports (from 20) and portals (from 40): it finds the ones you've learned, casts them in one click, keeps track of your runes (Rune of Teleportation) and lights up when they run out. Command: /mpd. Made for Forever (file 1.60.1 from September 27), not many downloads yet - optional.
Procs (Fingers of Frost, Clearcasting, Missile Barrage) are shown by the built-in Cooldown Manager. Want them bigger and with sound? Use ForeverAuras from the "Don't look" card.
AoE in dungeons? Install a threat meter from the "Optional" card: the built-in damage meter doesn't show threat, and a Mage with Blizzard is the first to pull a pack off the tank.
⏱︎
How not to lose hours while leveling
Small things about your route, mobs, mana, and speed that add up to hours over a whole leveling run
Route
Running around eats roughly a third of all leveling time. So grab quests in bundles and finish them in one trip, with at least two or three objectives close together on the map.
Don't be afraid to drop a quest with a rare drop, an NPC who isn't there, or an objective on the far side of the zone. Leave escorts for the end of the loop, since they usually run through the same mobs the nearby quests need.
Heading to the next spot with full mana and health? Kill mobs on the way. You regenerate anyway, and a couple of extra mobs on every run adds up to hours by the end.
While a mob is dying, start walking to the next one. Finish off the last few percent with auto attacks or a wand instead of a big spell.
Which mobs
Green mobs die fast and are barely a threat, but in Forever they give 4-20% less XP than in Classic. Blizzard says that's intended. Look at XP per hour, not at the color.
Yellow and green mobs are a fine pick. Orange and red ones are almost always worse. There's no XP penalty, but you miss more, fights drag on, and your mana and health melt faster. The one exception is elite group quests, if you've got a group.
Supplies and timing
Always carry food and water, or you'll get stuck in the middle of a mob camp with empty bars. Addons that auto-sell gray items and auto-repair at a vendor save time too.
Use your Hearthstone and long-cooldown abilities on cooldown, not "for later." The perfect moment might never come.
Spirit is useful for everyone while leveling, because you spend less time sitting between fights. Got an item with Spirit that's a bit weaker on other stats? I'd keep it.
Build and trainer
Leveling talents aren't level 60 talents. While leveling, you're your own tank and healer, so defensive and recovery talents beat an extra percent of damage.
The Legacy perk "Thrill of Adventure" gives back up to 5% health and mana after you kill a mob that gives XP.
New ranks show up every 2 levels, but not every trip to the trainer is worth it. Check what you'll actually get, and don't fly to a capital for a rank that barely changes anything.
People
Buff someone who's passing by, and they'll probably return the favor.
Elite quests go faster with a partner, and on PvP servers it's a lot safer too.
Speed
Use Blink from 20 while traveling too, especially through narrow spots and over bridges.
✦
Leveling talents
Pick a build for 10-30 and follow its point order
You get your first point at 10 and have 21 by 30. I'd choose Frost: Ice Lance, following Icy Veins, Mobalytics, Method, wow.gg, and Zockify. Before 20, the builds lean on Frostbolt and a wand. At 20, the 11th point gives three of the four builds a new spell, Ice Lance, Arcane Blast, or Pyroblast. Further major talents arrive at 25 and 30. Your racial Berserking speeds up casts from any school. Reset at a capital Mage trainer, such as Deino in Orgrimmar. At launch, a reset costs 1 gold or more. That's enough to hurt your early training budget, so choose a point order before you spend it. Hover a talent for its tooltip. The calculator button opens the same build and point order.
Frost: Ice Lancemain0 / 0 / 21Use Frostbolt to slow a mob, Frost Nova to freeze it, and Ice Lance for a much harder hit while it's frozen. Icy Veins, Mobalytics, Method, and wow.gg use similar single-target builds.
Take Improved Frostbolt 5/5 at 10-14 to shorten Frostbolt by half a second. More casts finish before the mob reaches you. At 15-17, Frostbite 3/3 gives chill effects a chance to freeze a target for 5 seconds.
At 20, Ice Lance: instant, +300% against frozen targets, and since November 2 an 8-second cooldown shared with Fire Blast. The combo goes like this. A mob reaches you, you cast Frost Nova, step back a couple of yards, and Lance while the freeze holds. At 25-27, Shatter adds +50% crit against frozen targets, so the Lance almost always crits. At 30, Fingers of Frost lets chills sometimes grant a charge that makes your next spell treat the target as frozen.
At 21-23, Frost Channeling 3/3 makes Frost spells 15% cheaper, and mana is the main Mage complaint on the beta. Rarely drinking? Put those 3 points into Precision (+6% spell hit): Piercing Ice was removed on November 2.
Before 20, it mostly feels like a faster Frostbolt. Large pulls are harder than with the Blizzard AoE build.
Frost: Blizzard AoEif you pull in packs0 / 0 / 21Gather two or three melee mobs and kite them through Blizzard. This adapts Classic AoE leveling and Zockify's build to Forever's nerfs. Practice small pulls first.
It works in dungeons too, once the tank holds the pack. Talent Frost Channeling reduces your threat by 30%, which helps you keep Blizzard on the mobs.
Forever deliberately weakened AoE farming. Blizzard's slow caps at 40% instead of 65%, and Cone of Cold slows by 40% for 6 seconds. This order skips Ice Lance, so solo targets take longer. It also skips Frostbite because random freezes split the pack you're trying to kite together.
Pros:Accelerant 5/5 speeds up Fireball by 0.5 seconds from your first points, and Ignite at 15-19 makes Fire crits apply a burn. Improved Fire Blast at 21-22 puts Fire Blast on a 6-second cooldown and adds 15 yards of range. At 20, Pyroblast becomes your ranged opener. At 25, Heating Up lets crits speed up your next Pyroblast. At 26-28, Master of Elements makes crits refund 30% of the cost. At 30, Blast Wave deals area damage and slows.
Berserking gives +10% casting speed. Use it before a long Pyroblast on a tough target when you can stand still.
Fire is thirsty. One beta complaint summed it up as 11 Fireballs before going oom, and base Fireball damage was cut by 20-33%. Your slows still come from Frostbolt and Cone of Cold. I'd choose Frost for a safer first solo run.
Fire elementals shrug off Fire damage. Switch to Frost with Frostbolt for those fights.
Arcane: Arcane Blast and Wandif you hate drinking21 / 0 / 0Wand damage from your first talents, free Missiles from 21, Arcane Blast at 20 and Arcane Wrath at 25.
At 10-11, Wand Specialization 2/2 adds 25% wand damage. Your wand handles much of the work at 10-20. Talent Arcane Concentration adds a 10% Clearcasting chance, making the next spell free.
You still have Frost Nova, but this build doesn't take Frost talents that improve control. Kiting is less forgiving than it is with a Frost build. Keep your wand up to date so you can finish mobs without another expensive cast.
When to press them, and how a Troll compares to an Orc here
Trolls get four racials, and a Mage gets some use out of all of them. Two work on their own. The other two you have to remember to press. People forget them constantly. I'd put Berserking on a key you actually reach.
Using them on the route
Berserking gives +10% attack and casting speed for 15 seconds on a 3-minute cooldown. For a Mage that's roughly one extra Frostbolt per use. Save it for the hard spots: the elite in northern Durotar (step), the Burning Blade warlock in the cave (step), the harpy leader on the Barrens border (step), the boss by the Hillsbrad mine (step), and the marauder in the southern Barrens (step).
Rapid Regeneration restores half your health over 6 seconds, also on a 3-minute cooldown. Moving, acting, or getting hit breaks the channel, so use it after the fight, somewhere safe. You'll eat less, and you already conjure your own water anyway.
Regeneration needs no button. Out of combat your health comes back 20% faster, and a fifth of your normal regen keeps going in combat.
Beast Slaying adds 5% damage against beasts. There are plenty on this route, from the tigers on the Echo Isles to the plainstriders, zhevras, and raptors of the Barrens.
Forever dropped the Troll bonuses to Bows and Thrown. A Mage won't miss them, but older guides still mention them.
Troll or Orc?
Orcs get Blood Fury instead (+10% spell power for 15 seconds, 2-minute cooldown), plus Hardiness, which makes stuns 20% shorter.
The route is the same for both races. Only the racials differ. I wouldn't pick a Mage's race over this. Trolls heal without food and hit beasts harder, while Orcs get their damage button more often. Pick the one you like the look of.
lvl 1-6
Valley of Trials
The Orc and Troll starting valley · your first Mage quest, the Den and Burning Blade Coven
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Collect the Den quests together, clear a loop, and return for the turn-ins. Allow about 40 minutes to reach 5-6. Get your class tablet from Gornek and visit Mai'ah at the Den entrance. Start with Fireball from range, cast again while the mob approaches, then finish with your staff. Keep Frost Armor up to slow anything hitting you. Your starting water should last until 4, when you can make more.
Don't forget in this section
Galgar's Cactus Apple Surprise[3] gives a gathering profession book. Tailoring and Enchanting are better for a Mage: you learn both in Orgrimmar at 12 (step). You only need the book if an enchanter friend will make your wands (step).
The Mage trainer Mai'ah only teaches up to level 6. After that, your trainer in Durotar is Un'Thuwa in Sen'jin Village: Razor Hill has no Mage trainer. Later on - the trainers in Orgrimmar's Valley of Spirits.
◈ Loot along the way
Don't sell the boar meat: you'll learn Cooking in Razor Hill (step), and in Forever cooked food gives +5% experience (according to Icy Veins, conjured food doesn't). Sell the rest of your gray items to a vendor: the level 4 and 6 spells cost 1 each.
➶ Level faster
Until level 10 death costs almost nothing: no "Resurrection Sickness", you just lose a little durability. Getting from the Coven back to the Den is faster with a death run.
Finish off an almost dead mob with your staff, not a new spell: after every spell your mana stops regenerating for 5 seconds. From level 4, open every fight with Frostbolt: a slowed mob takes longer to reach you, and you get one more spell off.
⚔︎Questing loop: “Cutting Teeth” and “Wayward Weapons”
◎
➜≈ 150 yards northeast · ~25 s on foot
Around the Den: Mottled Boars - 10 of them, Cutting Teeth[2]. Abandoned training weapons lie on the ground all over the valley - 6 of them, Wayward Weapons[2].
Sell your gray items: the first spell from the trainer costs 10.
New in Forever
↩Head back: turn in 3 quests and pick up 4 new ones
Glyphic Tablet[1] is the Troll Mage starting quest, available after Cutting Teeth[2]. Arcane Intellect lasts an hour in Forever; keep it up. Rapid Regeneration restores 50% health over 6 seconds. Stand in a safe spot: movement, actions or damage interrupt the channel.
From now on you don't buy water: conjure it on the road and drink when you're below a third of your mana. Frostbolt is your main spell until 20: the mob is slowed and takes longer to reach you.
Class
⚒︎
The book: if an enchanter friend will make your wands, you need Wild Harvest: read it to learn Herbalism. Making the wand yourself? You don't need the book: you'll learn Enchanting and Tailoring in Orgrimmar at 12 (step).
⚔︎Questing loop: “Vile Familiars” and “Thazz'ril's Pick”
◎
Durotar
North of the valley: Vile Familiars - 12 of them, Vile Familiars[4]. The pick lies at the entrance to the Burning Blade Coven - Thazz'ril's Pick[4].
The familiars stand in a bunch: hit them from the edge, one at a time. A second one comes running? Frostbolt on it: slowed, it'll lag behind while you finish off the first one.
↩Head back: turn in 2 quests and pick up 1 new one
The cave is cramped and the mobs stand close together: pull them one at a time from the edge, opening with Frostbolt. Back to the Den with a death run: before level 10 it costs almost nothing.
Careful
↩Head back: turn in 1 quest, pick up 2 new ones and visit your trainer
Fire Blast is instant with an 8-second cooldown: use it to finish off a mob that's already next to you. From now on you make your own food too. Not level 6 yet? You'll learn them in Sen'jin (step).
Class
➜
Leave the valley by the road southeast, toward Sen'jin Village.
lvl 5-7
Sen'jin Village and Kolkar Crag
Darkspear Trolls, a Mage trainer, centaurs and spiders on the road to Razor Hill
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Collect the Sen'jin quests together. Clear Kolkar Crag and the coast now, but keep the Echo Isles quests for 9. Your trainer until 10, Un'Thuwa, is here too.
Ukorsbane is a level 8 elite spider by the road to Razor Hill. It starts Ukor's Lost Pack[8], but it's too strong for you right now: you'll come back for it at 10 (step).
¤ Shopping and useful stuff
Don't buy food and water - you conjure them yourself: Conjure Water from level 4, Conjure Food from 6. The silver you save goes into a wand and spells.
Don't sell the cloth from the centaurs: it goes into bandages (you'll learn First Aid in Razor Hill, step) or Tailoring.
➶ Level faster
Start a fight at 70-80% mana instead of waiting for full: mana regenerates on the move too. Drink when you're below a third - that way you sit down noticeably less often.
⌂Turn in 1 quest, pick up 11 new ones and visit your trainer
!
Durotar
On the road out of the valley - Ukor : accept !A Peon's Burden[5] (a delivery to Razor Hill).
Comprehend Scroll deciphers the scrolls that drop from mobs (details in the "Mage" section). You come back to him at 8 and 10 (step): Razor Hill has no Mage trainer.
ClassNew in Forever
⚔︎Questing loop: “A Solvent Spirit”, “Thwarting Kolkar Aggression” and “Lost in the Shadows”
◎
➜≈ 200 yards northeast · ~30 s on foot
The shore east of the village : makrura - 4 eyes, crabs - 8 Crawler Mucus, A Solvent Spirit[7].
The centaurs walk in pairs: lure out the one standing at the edge and fight outside the camp. A second one comes running? Frostbolt on it, then finish the first. According to RestedXP, Pal'juh isn't always there: if she's missing, don't wait.
Razor Hill is your base until level 12: an inn and almost all the quests of the north. There's no Mage trainer here: you'll learn your level 8 spells in Sen'jin on the way to the Echo Isles (step). Set your hearthstone here.
Linen Cloth from the Kul Tirans goes into bandages (Linen Bandage) or Tailoring. Sell the extra cloth at the Orgrimmar auction house.
➶ Level faster
You only get Polymorph at 9 in Sen'jin (step): Razor Hill has no Mage trainer. Until then, pull the sailors at Tiragarde Keep strictly one at a time, and if a second one comes running, Frostbolt on it and back off while you finish the first.
A bandage heals without mana: bandage up after a tough fight and keep all your mana for the next mob. Level 8: Razor Hill has no Mage trainer - Un'Thuwa in Sen'jin teaches Polymorph, Frostbolt (rank 2) and Arcane Missiles, on the way to the Echo Isles (step).
ProfessionsClass
⚔︎Questing loop: “Vanquish the Betrayers”, “Carry Your Weight” and “For Honor”
Drops from:Canvas Scraps - Kolkar Drudge, Kolkar Outrunner, Kul Tiras Sailor and others
The Kul Tirans stand in groups. Pull them one at a time toward the exit: Frostbolt from max range, a second one while the mob runs at you; once it's in your face - Fire Blast. Fight the lieutenant with full mana.
New in ForeverCareful
↩Head back: turn in 4 quests and pick up 5 new ones
Shipwrecks, level 8 and 10 spells, Zalazane, the Ju-Ju Heaps and the Razormane Grounds
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South along the coast, with Sen'jin and your level 8 spells on the way, then the Echo Isles and the turn-ins in the village. At 10 the trainer has the class quest Ju-Ju Heaps[10] waiting for you: the Ju-Ju Heaps are on the same islands, so it's a second short swim. Back north through the Razormane Grounds.
Don't forget in this section
Ukorsbane by the road to Razor Hill is an elite level 8 spider. It drops the pack for Ukor's Lost Pack[8]. Go in at full health.
You have to swim to the Echo Isles: do everything for Zalazane[10] and Minshina's Skull[9] in one trip - swimming there a second time takes ages.
◈ Loot along the way
Cloth from the Echo Isles Trolls goes into bandages or Tailoring. Minshina's Skull[9]: the reward is Faintly Glowing Skull - don't sell it: it drains 75-125 health from an enemy, a spare heal for a hard fight.
➶ Level faster
From the Echo Isles back to Sen'jin with a death run: up to and including level 10 it costs almost nothing, and swimming back takes ages. Come back the same way after your second swim, for the heaps.
⚔︎Questing loop: “From The Wreckage....”, “Break a Few Eggs”, “Practical Prey” and “Bloodtalon Matriarch”
◎
after travel
The shipwreck shore east of Razor Hill : Gnomish Toolboxes in the wreckage - 3 of them, From The Wreckage....[8].
Polymorph changes fights against two mobs: sheep the second one, finish the first, then deal with the second. It only works on beasts and humanoids, and the island Trolls are humanoids. Arcane Missiles is for the Arcane tree; as Frost you can skip it.
Class
⚔︎Questing loop: “Zalazane”, “Minshina's Skull”, “Forgotten Loa Idols” and “A Pain in the Neck”
◎
➜≈ 650 yards southeast · ~1.5 min on foot
The Echo Isles , swim over from the shore: 8 Hexed Trolls and 8 Voodoo Trolls - Zalazane[10]; Zalazane in the center - his head, also Zalazane[10]; the prisoner's remains nearby - the skull, Minshina's Skull[9]; Forgotten Loa Idols on the ground across the islands - 8 of them, Forgotten Loa Idols[9]; the Trolls drop Hexed Pendants - use them, you need 3 Luminous Residue, A Pain in the Neck[8].
Zalazane is surrounded by Trolls - pull them one at a time, kill him last and sheep one of his guards. The Voodoo Trolls cast from range: lure them behind a rock or a tree - they'll come to you. The pendants only drop while A Pain in the Neck[8] is in your log.
New in ForeverCareful
↩Head back: turn in 6 quests, pick up 1 new one and visit your trainer
Frost Nova changes every fight: the mob runs up - freeze it, step 10 yards away and keep hitting. Not level 10 yet? You'll learn the level 10 spells in Orgrimmar at 12 (step), and skip Ju-Ju Heaps[10]: you'll get a better staff a level later from Stormy Potential[11].
Class
⚔︎Questing loop: “Ju-Ju Heaps”
◎
➜≈ 700 yards southeast · ~1.5 min on foot
Swim back to the Echo Isles: Ju-Ju Heap - 4 of them among the Trolls , walk up and click each one, Ju-Ju Heaps[10].
The Trolls have respawned by now, and the heaps are right under their feet: clear your way in. Two at once - sheep one; both ran up to you - Frost Nova and step back.
Take the staff: the orb goes in your off hand, and you can't use it with a two-handed staff. Ley Staff is only for a short while: at 11 you'll get Makeshift Stormcaller (step).
Class
⚔︎Questing loop: “This Fruit Could Bite Back” and “Encroachment”
The spider only hits in melee. Start with full mana: Frostbolt from max range, a second one while it runs at you; once it's close - Frost Nova, step back and cast another Frostbolt. Didn't work out? Skip it: the quest starts from its loot and doesn't unlock anything.
New in ForeverCareful
◎
➜≈ 350 yards northwest · ~45 s on foot
The Razormane Grounds west of Razor Hill : Prickly Pear Fruit - 8 of them, This Fruit Could Bite Back[6]; Razormane Quilboars and Scouts , Dustrunners and Battleguards farther north - 4 of each, Encroachment[10].
The Razormane are humanoids and walk in pairs: sheep one, hit the other.
Northern Durotar: Drygulch Ravine and Thunder Ridge
New Razor Hill quests, Drygulch Ravine, Thunder Ridge and the naga on the coast
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Clear the new Forever quests around Razor Hill, Drygulch Ravine, and Thunder Ridge, then the naga on the northern coast. Quest Stormy Potential[11] rewards Makeshift Stormcaller, your first spell-power staff. You'll reach Orgrimmar's gates around 12.
Don't forget in this section
Halikor is an elite level 12 lizard on Thunder Ridge: it starts Halikor's Hoof[12]. Only if you can handle it (step).
Your level 12 spells - and the level 10 ones if you didn't learn them in Sen'jin - are in Orgrimmar, from the trainers in the Valley of Spirits (step).
➶ Level faster
Frost Nova is your main trick from 10 on: the mob runs up - freeze it, step 10 yards away and hit it. It works on everything that fights in melee: lizards, crocolisks, the Razormane.
The Dustwind Storm Witches and Fizzle Darkstorm cast from range, and Frost Nova won't stop them. Lure them behind a rock - they'll come to you, and then you hit them.
Drygulch Ravine : 12 Dustwind Savages and 8 Dustwind Storm Witches - Securing the Lines[11]. The Storm Witches and Eggtenders drop a Dull Storm Orb, which starts !A Simmering Storm[11].
The witches throw lightning from range: lure them behind a rock so they come to you. Harpies are humanoids: if a second one comes running, sheep it.
New in Forever
↩Head back: turn in 2 quests and pick up 1 new one
Securing the Lines[11]: take whichever sells for more - you'll get a staff with spell power a couple of steps later, from Stormy Potential[11].
New in Forever
⚔︎Questing loop: “Stormy Potential”, “Dark Storms” and “Lost But Not Forgotten”
◎
➜≈ 350 yards southwest · ~55 s on foot
Thunder Ridge : Thunder Lizards in the south and Lightning Hides in the north - 5 Charged Thunder Lizard Organs, Stormy Potential[11]. Fizzle Darkstorm on the ridge - the claw, Dark Storms[12]. Dreadmaw Crocolisks in the river nearby - the amulet, Lost But Not Forgotten[11].
Fizzle Darkstorm is level 12, a caster, and has his imp next to him. He's a humanoid himself: sheep him, kill the imp, then fight him with full mana. The amulet doesn't drop from every crocolisk - plan on roughly 10-15 minutes.
New in ForeverCareful
◎
➜≈ 350 yards northeast · ~50 s on foot
Optional:Halikor is an elite level 12 lizard that roams Thunder Ridge . It drops a hoof - !Halikor's Hoof[12], turned in in Orgrimmar.
Start at full mana, with a potion and all cooldowns ready. Use Berserking with your first bolt. He only attacks in melee: use Frostbolt and keep your distance. If he reaches you, use Frost Nova, back off and cast again. Soloing this at 11 is barely manageable; ask another player to join if one is nearby.
New in ForeverCareful
↩Head back: turn in 3 quests and pick up 1 new one
Makeshift Stormcaller gives +2 Intellect and +4 spell power: equip it right away, Mages can use staves from the start. Dark Storms[12] gives leather boots - sell them.
New in Forever
⚔︎Questing loop: “Threat from Below”
◎
➜≈ 700 yards east · ~1.5 min on foot
North along the eastern shore: naga on the coast - 9 Naga Spinefins, Threat from Below[11].
Farther north an elite sea giant, Aggor the Young, walks around - leave him alone: the quest for him comes later and is for a group only.
New in Forever
↩Head back: turn in 1 quest and pick up 1 new one
!
➜≈ 250 yards northwest · ~35 s on foot
Margoz in the camp above the shore: turn in ?Margoz[12], accept !Skull Rock[12]. Then on to the gates of Orgrimmar.
lvl 12
Orgrimmar: first visit
Flight path, Mage trainers in the Valley of Spirits, professions and a wand, new quests in the city and "Hidden Enemies"
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Visit Orgrimmar before Skull Rock to open the flight path, train, and collect the new city quests and Hidden Enemies. The insignia and the collars for Skull Rock[12] come from that cave just outside the gates. Return to the city afterward for the turn-ins.
Don't forget in this section
The Mage trainers are in the Valley of Spirits, in the west of the city: Uthel'nay , Pephredo , Enyo and Deino all teach the same spells. Next to them is the portal trainer Thuul : from 20 he has Teleport: Orgrimmar.
¤ Shopping and useful stuff
A wand finishes mobs without mana: it doesn't use any and doesn't stop it from regenerating. Lesser Magic Wand (level 5) is made by enchanters - look for it at the auction house, ask a friend or make it yourself (step). Katis in the Cleft of Shadow: in the game files, his wands start at level 15.
Enchanting - Jhag , wand materials - Kithas . Tailoring - Snang . Why these two - see the "Professions" section.
Bank - Karus : put 10 Linen Cloth in there. The class quest Gathering Materials[15] at 23-24 asks for them, and by then you'll have used up or sold your linen.
Auction house: sell cloth and herbs. Lesser Magic Wand is there too, if you don't have an enchanter of your own.
➶ Level faster
The new Orgrimmar quests are level 15 and involve no fighting: at 12 they give full experience, about 4 thousand in a quarter of an hour. Don't skip them.
➜
➜≈ 650 yards northwest · ~1.5 min on foot
The gates of Orgrimmar . Doras : get the flight path.
⚔︎Questing loop: “Skull Rock” and “Hidden Enemies”
◎
next - Durotar
Out of the city to Skull Rock outside the gates : Burning Blade fanatics and apprentices - 6 Searing Collars (Skull Rock[12]) and a Lieutenant's Insignia (Hidden Enemies[12]). Deep in the cave - Gazz'uz : he drops Eye of Burning Shadow, which starts !Burning Shadows[12].
Burning Blade mobs are humanoids: sheep a second one. Gazz'uz is a level-14 caster, so Frost Nova won't stop his spells. Clear the cave as you go to leave room behind you, then start at full mana: Berserking, Frostbolt, another bolt, then Fire Blast at close range. Too hard? Skip him; Burning Shadows[12] unlocks nothing else.
How to do this quest - Hidden Enemies
The insignia doesn't drop from the first mob: plan on about 15 minutes and kill every Burning Blade in the cave in a row.
Ak'Zeloth[13] leads to Far Watch Post - that's where you go next.
lvl 12
Far Watch Post and the Demon Seed
From Orgrimmar through Razor Hill into the Barrens
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The last errands in Durotar and the way out into the Barrens. From Orgrimmar - hearthstone to Razor Hill (that's where it's set) or walk south, 3-4 minutes.
Ak'Zeloth stands by the power stone: Flawed Power Stone[14] is turned in right away, and Flawed Power Stone appears in your bags - you need it at the altar in the cave on Dreadmist Peak.
➶ Level faster
Flawed Power Stone lasts 30 minutes (according to RestedXP): go straight from the stone to the altar, don't get distracted by mobs on the way.
Have a group? Threat from Below[12] is waiting right here: an elite sea giant on the northern coast. A Mage barely needs the rewards - don't take it without a group.
West to Dreadmist Peak : take the path up to the cave. The Altar of Fire is inside - use the stone at the altar, The Demon Seed[14].
On the way up there's level 10-14 Burning Blade, and the casters stand in pairs: sheep one, hit the other. Frost Nova doesn't stop them from casting.
Careful
lvl 12-14
The Barrens: the Crossroads, Thorn Hill and Ratchet
The best zone for 12-20 on the Horde side · the Razormane and the pirates near Ratchet
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The Barrens means long runs between hubs. Collect the Crossroads quests together, clear a loop, and bring the turn-ins back together. Backtracking costs time here. Keep your hearthstone at the Crossroads all the way to level 20.
Don't forget in this section
Raptor Thieves[13]: the heads drop from raptors all over the Barrens - kill them on the way.
There's no Mage trainer in the Barrens: you'll learn your level 14 spells together with the level 16 ones in Orgrimmar (step).
◈ Loot along the way
Plainstrider and zhevra meat goes into Cooking. Tari'qa sells the recipes. Wool from the centaurs and the Razormane - for Wool Bandages or Tailoring.
➶ Level faster
The Razormane walk in pairs: sheep one (Polymorph) and hit the other. A sheep regenerates health quickly - leave it alone until you've finished off the first.
⚔︎ PvP
The Barrens are Horde land: on PvP realms your flag doesn't turn on here by itself, but any Alliance player's does. Still, the Crossroads are a classic raid target: a crowd in blue at the gate - check their levels first.
➜
➜≈ 850 yards southeast · ~2 min on foot
Head south down from the peak to the Crossroads: Devrak - flight path; Innkeeper Boorand Plainswind - set your hearthstone at the Crossroads.
Back to the pirate camp: the "Drizzlik's Emporium" crate and the "Fragile - Don't Drop" crate - Stolen Booty[16]. Then Gazlowe: turn in ?Stolen Booty[16] (pick Wayfaring Gloves from the rewards).
Regthar, the Forgotten Pools, the Witchwing harpies
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West and northwest of the Crossroads. By the end of this section you're about level 16: then a short flight to Orgrimmar for your level 14-16 spells and a wand.
The follow-up to Fungal Spores[15], Apothecary Zamah[15], is timed and goes to Thunder Bluff: take it only when you're ready to fly there right away.
➶ Level faster
Don't sell plainstrider and zhevra meat - cook it: in Forever cooked food with "Well Fed" gives +5% experience from kills for 15 minutes, while conjured food doesn't, according to Icy Veins.
Barak Kodobane hits hard and has guards: pull the guards one at a time and don't let him close - Frostbolt from max range; when he gets to you - Frost Nova, step back and Frostbolt again. There are centaurs nearby - don't back up into them.
Careful
↩Head back: turn in 2 quests and pick up 1 new one
The follow-up to Fungal Spores[15], Apothecary Zamah[15], is a timed delivery to Thunder Bluff. Skip it: this Troll route doesn't reach the city until 22, unless you take the Wailing Caverns branch (section).
lvl 16
Meats to Orgrimmar: level 14-16 spells and a wand
A delivery chain for Orcs and Trolls · Mage trainers in the Valley of Spirits
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There are no Mage trainers in the Barrens. The delivery chain for Orcs and Trolls sends you to Orgrimmar and back with experience - the perfect time for your level 14 and 16 spells and a wand.
Katis in the Cleft of Shadow, in the game files: Smoldering Wand≈ 33 (level 15) and Gloom Wand≈ 39 (level 16). No wand yet? Gloom Wand will last you until 21-22. Don't want to spend the money? A level later The Escape[18] gives you almost the same one (step).
Auction house: Greater Magic Wand (from 13) - the best wand until 26 if you don't have an enchanter of your own.
➶ Level faster
The Meats to Orgrimmar[10] chain is only for Orcs and Trolls: 1890 experience for a flight you need anyway for the trainer and a wand.
⌂Turn in 4 quests, pick up 5 new ones and visit your trainer
As Frost you can put off both level 16 spells: Flamestrike is for groups, Arcane Missiles is for Arcane. Uthel'nay offers the class quest Report to Anastasia[15] from level 15, but it leads to Undercity, and the route only gets there at 22-23 - you'll take it at 20, on your next visit (step). Not 16 yet? You'll learn the level 16 spells at 20.
Have a group? Now's the time for Ragefire Chasm: the entrance is right here, in the Cleft of Shadow (section). Run it with your group before you fly back.
A 13-18 dungeon right inside Orgrimmar · the best staff until 20
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The entrance is in the Cleft of Shadow. The main reward here is Hidden Enemies[16]: Staff of Orgrimmar (+18 spell power and +6 Intellect), the best staff until 20. No group? Don't take the quests from here. How to play a Mage in a group - see the "Dungeons" section.
Troggs and cultists (humanoids) can be polymorphed - agree with your group on which ones. Arcane Explosion only after the tank has gathered the pack and hit it a couple of times. Hit fire elementals with Frost.
How to do this quest - Slaying the Beast
Pull the boss off the stone bridge first: he knocks you up into the lava, and that's instant death.
Kris of Orgrimmar is weaker: +11 spell power versus the staff's +18, and you'd have to learn Daggers too. According to the Forever database Hidden Enemies[16] gives a choice of weapons; in Classic Era players reported that it has no reward - if the quest window is empty, let us know.
Dungeon
lvl 16-18
The Barrens: the Samophlange and the oases
The Sludge Fen, Ratchet, the southern oases and Camp Taurajo
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A big loop: the north (Venture Co. Goblins, the Sludge Fen), Ratchet, then the south - the oases, the centaurs, Camp Taurajo. In Ratchet you get the wand Flaring Baton from The Escape[18]. There's no Mage trainer in the Barrens: you'll learn your level 18 spells together with the level 20 ones in Orgrimmar.
Don't forget in this section
Echeyakee only appears if you blow the horn at his lair: Echeyakee[16] gives you the horn.
Get the Camp Taurajo flight path now (step): at 20 the route continues from there.
➶ Level faster
Rare mobs in the Barrens can drop "Blessing of Kalimdor" items: two pieces give +5% run speed in the Barrens and Stonetalon Mountains. The chance is 1-4% - don't farm them, but if you meet one, kill it.
⚔︎ PvP
Ratchet is neutral: its guards attack whoever starts the fight. An Alliance player at the flight master - don't hit first.
⚔︎Questing loop: “Echeyakee”, “Samophlange”, “Samophlange” and 3 more
The Escape[18]: pick the wand Flaring Baton (+2 Intellect) from the rewards if yours is weaker; if you have Greater Magic Wand, that one's stronger, so take the pants to sell. Samophlange[16]: a Mage doesn't need the hammer or the shield - take whichever sells for more.
Kill the centaurs by the command tent. When Verog the Dervish appears, he shouts a challenge - look for him a bit south of the tent, by the Kolkar chest.
Hezrul Bloodmark walks with two centaur guards, and centaurs are humanoids: sheep one, freeze the other (Frost Nova) and hit him. The leader goes last.
Grimtotem Tauren and Venture Co. Loggers are humanoids: sheep the second one in a pair. Their casters keep casting even while Frost Nova holds them - kill those first.
⚔︎ PvP
Stonetalon is the first contested zone on this route: on a PvP ruleset, you flag automatically here. Alliance players from Stonetalon Peak quest around the same goblin camps. If a Warrior or Rogue jumps you, use Frost Nova, move away and cast Frostbolt. A slowed enemy usually can't catch you. Blink comes at 20. Once you have some distance, Berserking helps you get a cast off faster.
She is level 20 and calls harpies for help. Clear nearby mobs first. Start at full mana and use Berserking with your first cast. Sheep any harpy that joins in.
Careful
↩Head back: turn in 2 quests and pick up 3 new ones
Kill the Grimtotem casters first: they keep casting even while Frost Nova holds them. During the escort, meet the attackers yourself: if two come running, sheep one.
How to do this quest - Protect Kaya
Kaya Flathoof starts walking right after you take the quest. Don't wander off: move about 50 yards away and the quest fails.
At the very end three attack at once: save your defensive abilities and a potion. Hard solo.
Set your hearthstone at the Crossroads. Level 20: next, fly to Orgrimmar - the Mage trainer, Teleport: Orgrimmar and the second part of the route (step).
lvl 18-22
Wailing Caverns (with a group)
Dungeon 17-24 · quests in Thunder Bluff, Ratchet and at the entrance
Apothecary Zamah[15] is timed: take it only when you're ready to fly straight to Camp Taurajo and run to Thunder Bluff.
Smart Drinks[18] in Ratchet is only offered after Raptor Horns[18] - turn that one in beforehand.
The cave quests come from Thunder Bluff, Ratchet and the hill above the entrance: collect them before the group forms.
⌂Turn in 11 quests and pick up 9 new ones
!
after travel
The Crossroads, Apothecary Helbrim: accept !Apothecary Zamah[15] - a timed quest. Fly straight to Camp Taurajo and run west through Mulgore to Thunder Bluff.
How to do this quest - Apothecary Zamah
Have the Thunder Bluff flight path? Fly from the Crossroads, that's fastest. If not, the shortest way on foot: south from the Crossroads to Taurajo, west into Mulgore, north along the road to Thunder Bluff and up the elevator.
Drops from:Deviate Hide - Deviate Coiler, Deviate Stinglash, Deviate Creeper and others · Gem of Cobrahn - Lord Cobrahn, Cobrahn Snake Form · Gem of Anacondra - Lady Anacondra · Gem of Pythas - Lord Pythas · Gem of Serpentis - Lord Serpentis · Wailing Essence - Devouring Ectoplasm, Evolving Ectoplasm, Nightmare Ectoplasm and others
Druids of the Fang are humanoids, they heal themselves and cast Sleep: polymorph them. The packs of Deviate raptors are for AoE, but only after the tank. The caverns are long: conjure water for everyone in advance.
Levels 20-30 · 15 sections. They open when you get there.
lvl 20-21
Orgrimmar and the southern Barrens
Level 18 and 20 spells, the teleport to Orgrimmar, Camp Taurajo, the Field of Giants and the elite Chol'aruk
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Level 20 is a Mage's big training moment: Blink, Blizzard, Evocation, Mana Shield and new ranks, plus Teleport: Orgrimmar from the portal trainer. So first a short flight to Orgrimmar, then finish clearing the Barrens to 21: Camp Taurajo, the Field of Giants, the elite Chol'aruk (only with a partner). Keep your hearthstone at the Crossroads.
Tusks, heads and adornments only drop while you have the quests - take everything at Taurajo and the Crossroads before you go hunting.
¤ Shopping and useful stuff
Runes for teleports - Rune of Teleportation≈ 10, one per teleport. in the game files, Horthus and Hagrus sell them in Orgrimmar, and Hula'mahi at the Crossroads. The route uses two runes before 30, three if you go to the Ruins of Lordaeron with a group: buy 5 to be safe.
Cloth from the Bristlebacks and Razormane goes into Wool Bandages or Tailoring. Don't sell the Blood Shard from Bristlebacks: Mangletooth gives you a Spirit buff for them (step).
➶ Level faster
Use Blink on long runs (Taurajo → Thunder Bluff, Undercity → the Sepulcher) - an extra 20 yards every 15 seconds. But in Forever it costs 35% of your base mana: Blink while you're above half mana, and don't reach the mob empty.
The Barrens rares Humar the Pridelord (level 23 elite) and Takk the Leaper drop set pieces: two of them give +5% run speed in the Barrens and Stonetalon. If you see one, don't walk past.
⚔︎ PvP
The Alliance needs Chol'aruk too - they have their own version of the quest. Someone hanging around his camp isn't necessarily a partner. On PvP realms in the Barrens it's the Alliance players who are flagged, not you.
From 20 you have Blink: an Alliance Rogue stuns you - Blink, the stun breaks, then Frost Nova and back off. Blink doesn't remove slows: against a Warrior, Frost Nova first, then step back. Arathi Basin only opens at 20 on launch: on the beta, according to testers, only the new battleground from 30 works.
All of it together with the teleport is about 254. Short on money? Amplify Magic, Fire Ward and, unless you're Fire, Fireball can wait. Your talent at 20 is the 11th point in a tree ("Leveling talents"); in the main build it's Ice Lance. Conjure a stack of the new water right away and throw out the old: rank 3 restores almost twice as much mana. You'll turn in Report to Anastasia[15] in Undercity (at 22-23); if he doesn't offer it, no big deal - you get the follow-up without it.
Wrongly Blamed, Justly Corrected[23] has a level 23 elite pillager and level 22-23 Alliance soldiers: solo at 20-21 you have almost no chance. The reward for a Mage is Traveler's Shawl: +4 Stamina and +5 Spirit.
Letter to Jin'Zil[20] is a letter to Stonetalon; you'll deliver it on the next loop (step).
Take in advanceNew in Forever
⚔︎Questing loop: “Chol'aruk the Ravener”, “Ishamuhale”, “Tribes at War” and 4 more
◎
➜≈ 500 yards east · ~1 min on foot
Northeast of the Crossroads, if you took the quest: Chol'aruk with elite guards - his head, Chol'aruk the Ravener[21]. Ishamuhale doesn't roam: while you have the quest, any zhevra drops a fresh carcass - use it at the withered tree and he comes running. The fang - Ishamuhale[19].
Drops from:Chol'aruk's Head - Chol'aruk
Chol'aruk is a level 20 elite and his guards are elite too: only with a partner. Your job is the guards: sheep one, Frost Nova the rest. Didn't work out? Drop Chol'aruk the Ravener[21]: the quest doesn't unlock anything. Ishamuhale hits hard, but only in melee: Frostbolt from range; when he runs up - Frost Nova, step back and hit him again.
How to do this quest - Chol'aruk the Ravener
The lair is a cave, entrance . Inside are level 18-20 elites, but they're spread out: go around them along the edge and you'll reach him with almost no fights. He has about 5.5k health.
The quest marker points to the Wetlands - that's a beta bug, he's in the Barrens.
Drops from:Bristleback Quilboar Tusk - Bristleback Hunter, Bristleback Water Seeker, Bristleback Thornweaver and others
The rare elite Swinegart Spearhide fears everyone around him - go around him. The Bristlebacks walk in twos and threes: sheep the second, Frost Nova the third. Geomancers keep casting even while Frost Nova holds them - kill them first.
How to do this quest - Lakota'mani
Lakota'mani is a big gray-pink kodo west of the road north of Taurajo. The blue beast east of the road is Owatanka, that's a different quest.
Silithid Swarmers call a bunch of small critters - kill the Swarmers first, and Arcane Explosion takes care of the small fry at your feet. The pillager is too tough? Drop Wrongly Blamed, Justly Corrected[23]: at 29 you can solo it (step). The quest Stepping Stones[24] leads to Stonetalon - you'll turn it in there.
New in ForeverCareful
↩Head back: turn in 6 quests and pick up 3 new ones
Spirit is mana between fights: with it you drink less often. You already have the Blood Shard - they drop from the same Bristlebacks. Don't skip Blood Shards of Agamaggan[21]: without it you won't get Betrayal from Within[25] at 29.
New in Forever
⚔︎Questing loop: “Enraged Thunder Lizards” and “Cry of the Thunderhawk”
Level 20-22 quests on the way through the mountains and the flight path at Sun Rock Retreat - you'll need it at 27. From the Retreat, fly to Camp Taurajo and walk to Thunder Bluff.
Don't forget in this section
You've been carrying Kaya's Alive[18] since level 19 - it's turned in at Sun Rock Retreat (step).
¤ Shopping and useful stuff
Sun Rock Retreat, Jeeda : Rune of Teleportation≈ 10 (in the game files) - if you're running out of runes.
The goblins in Stonetalon don't trade on the beta: Veenix sells nothing, and Nizzik doesn't even respond (according to player comments).
➶ Level faster
"Frost: Ice Lance": at 21-23 the build takes Frost Channeling: Frost spells cost 15% less, so you drink noticeably less. "Frost: Blizzard AoE": by 22 you have Improved Blizzard 3/3 - Blizzard slows by 40%, so you can pull two or three mobs at a time (the "Mage" section, the AoE card). Fire and Arcane: until 25 nothing changes in combat.
⚔︎ PvP
Stonetalon is a contested zone: on PvP realms your flag turns on here by itself. The Alliance from Stonetalon Peak quests at Windshear Crag - on the same goblins as you.
⚔︎Questing loop: “Blood Feeders” and “Arachnophobia”
◎
➜≈ 850 yards northwest · ~2 min on foot
Spiders northwest of Malaka'jin: Deepmoss Creepers in the southern valley and Venomspitters - Blood Feeders[19]. The "Wanted" poster - !Arachnophobia[21]: the elite Besseleth , only with a friend (Arachnophobia[21]).
Spiders are beasts: sheep the extra one. The spiderlings can call a level 22 matriarch: sheep the matriarch, and Frost Nova holds the spiderlings that come running. Besseleth only hits in melee: with a partner, keep her on your partner while you hit from range.
Two rare elites roam here - a Venture Co. overseer and a foreman. Go around them. If the goblin dies, the quest fails: abandon Gerenzo's Orders[22] and take it again when he's back. Doesn't work the second time either? Abandon it and later turn in only Super Reaper 6000[21]. While the goblin works, attackers come in waves of two or three: sheep one, Frost Nova the rest right next to him and Frostbolt them after a step back. As "Frost: Blizzard AoE" - Blizzard on the whole wave.
How to do this quest - Gerenzo's Orders
Two waves: first three level 21 fighters, then two fighters and two casters of level 22-23. Very hard solo at 21 - bring a friend.
Arachnophobia[21]: the reward is Clear Crystal Rod (it's a staff, even though it's called a rod): +14 spell power and +5 Intellect, stronger than Wind Rider Staff. Didn't manage the spider? Keep the quest: you're back here at 27 (step), and by then you can handle Besseleth solo.
The next quest in the chain, Wet Job[32], leads to Loch Modan in Alliance land - don't take it.
How to do this quest - Cycle of Rebirth
The seeds are small brown cones on the ground around the lake, at about six spots. Turn down grass density in the graphics settings and they become visible.
You'll take the follow-up (New Life[25]) at 27 - right now it would just take up space in your log.
➜
Sun Rock Retreat, Tharm: fly to Camp Taurajo, then walk to Thunder Bluff (step).
Want another 6-7 thousand experience and the Zoram'gar flight path? Visit western Ashenvale first (optional). Leveling without a group? Definitely go: you won't have dungeon quests, and the experience will come in handy. Did the Wailing Caverns? Then you already have the Thunder Bluff flight path: fly straight to Thunder Bluff (step).
lvl 22
Western Ashenvale (optional)
New Forever quests and the Zoram'gar flight path
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About 6-7 thousand experience and the Zoram'gar flight path (useful for Blackfathom Deeps). Skipping it now? You'll get the flight path at 28.
Don't forget in this section
Be sure to get the Zoram'gar flight path: you'll need it for Blackfathom Deeps.
Did the Wailing Caverns? Then you already have the Thunder Bluff flight path: fly straight to Thunder Bluff (step).
lvl 22
Thunder Bluff: level 22 spells
Magatha's chain, the Mage trainers on Spirit Rise, the teleport to Orgrimmar and the zeppelin
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On foot from Camp Taurajo through Mulgore to Thunder Bluff: this is where you turn in The Elder Crone[18], which you've been carrying since level 19, and the trainers on Spirit Rise teach your level 22 spells. Then Teleport: Orgrimmar - 10 seconds instead of a long flight - and the zeppelin to Undercity.
Don't forget in this section
You'll turn in Journey to Tarren Mill[18] on the Hillsbrad loop at ~25 - keep it in your log.
The tower by the Orgrimmar gates has two zeppelins: you want Frezza - to Undercity. Snurk Bucksquick goes to Grom'gol.
Spirit Rise has its own Mage trainers: Thurston Xane teaches everything the Orgrimmar ones do. From here to 30 the route already includes trainer visits: Undercity at 24 and 26, Thunder Bluff at 28 and 30 - no need for special trips to a capital.
➜
after travel
From Camp Taurajo, head west along the road into Mulgore and then north to Thunder Bluff: by our estimate, 6-7 minutes on foot, using Blink on cooldown while you're above half mana. Tal : flight path.
⌂Turn in 4 quests, pick up 3 new ones and visit your trainer
Frost Ward comes in handy at 23 against the Dalaran Mages (step): they hit with Frost. Scorch is only for Fire. Short on money? Put it off, and if you level as Frost solo, Arcane Explosion too: it's for dungeons and the "Frost: Blizzard AoE" build. Not 22 yet? You'll learn them in Undercity (step).
Class
➜
after travel
Teleport: Orgrimmar - and you're in Orgrimmar. The zeppelin tower outside the gates has two zeppelins. Frezza sends you to Undercity - that's yours. Snurk Bucksquick goes to Grom'gol (Stranglethorn Vale) - not that one.
Not sure? Talk to the zeppelin master: he'll tell you where his zeppelin goes. While you wait, conjure food and water for the next leg.
lvl 22-23
Undercity: the teleport and the class quest
Hearthstone, the teleport to Undercity, the alchemist shop and the Shadowfang quest
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The zeppelin lands in Tirisfal, next to Undercity. Here you get your hearthstone, Teleport: Undercity and the next part of the class quest right in the city: Report to Anastasia[15] → Investigate the Alchemist Shop[16]. Dungeons are done in a group of five: no group - don't take The Book of Ur[26], or it'll just sit in your log. You'll take the Ruins of Lordaeron quests right before the run (at 24). Without dungeons you'll fall about 2 levels behind (by our estimate from beta data, the dungeon quests at 22-29 are worth about 75 thousand experience): western Ashenvale, Dangerous![28] in Hillsbrad (step), the southern Barrens and the backup quests in Thousand Needles (step) cover part of it, and you'll make up the rest with mobs along the way.
Bank - Mortimer Montague : take out the 10 Linen Cloth if you put them away at 12. The bank is shared across all cities, so the linen from Orgrimmar is here too. Didn't save any? Auction house.
Zane Bradford : in the game files - the same wands that Katis sells in Orgrimmar.
➜
The zeppelin lands in Tirisfal, not far from Undercity: follow the road to the ruins of the capital, then take the elevator down into the city.
You'll need your hearthstone at the end of Hillsbrad: from Dun Garok straight to the trainer at 26 (step). And you get from Undercity back home by teleport - no more zeppelins.
The Apothecarium , four spots close together: read the scroll and Rift Spawn appears. Hit the creature until it stops resisting, then use the chest - a filled coffer is left behind, pick it up. You need 3 - Investigate the Alchemist Shop[16].
The order is the same as in Classic but hasn't been tested on the beta: if something's different, check the quest text in your log. The creatures are level 16-17 and come one at a time: you're 22, so the fights are short.
Class
↩Head back: turn in 1 quest and pick up 2 new ones
Walk to Silverpine: from Undercity take the road southwest through Tirisfal to the Sepulcher. You can only get the Sepulcher flight path by reaching it on foot.
lvl 23-24
Silverpine
The Sepulcher, Ambermill, Beren's Peril and new Forever quests
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This is your first visit, but skip the early Silverpine quests. They give too little XP now. Pick up the level 20-22 quests around the Sepulcher. Collect the gems near Ambermill for Gathering Materials[15] while you're there.
Wool Cloth from the Dalaran Mages and refugees goes into Tailoring and Wool Bandages. Sell the extra at the auction house.
➶ Level faster
Fly, don't run: Undercity ↔ the Sepulcher is about 2 minutes by air, the Sepulcher ↔ Tarren Mill about 1.5 (once you have the Tarren Mill flight path).
Drops from:Dalaran Mana Gem - Dalaran Apprentice, Dalaran Watcher, Dalaran Wizard and others
Dalaran Mages keep casting even while Frost Nova holds them, and they hit with Frost: Frost Ward cast before the fight absorbs that damage. Lure them behind a house or a tree - they'll come to you; sheep the second one. Dalaran Spellscribe (rare, level 21) freezes you and calls for help; protectors summon snakes. Fewer than 6 gems? Kill a couple more Mages right here.
They drop a Note Scrap - it starts The Offering Stone[23], a new Forever chain. Don't start it: it isn't part of the route, and its last fight is elite.
New in Forever
◎
➜≈ 650 yards southwest · ~1.5 min on foot
Pyrewood Village : 5 Haggard Refugees and 5 Sickly Refugees - Stop the Spread[20].
According to beta data, dungeon quests in Forever give 2-2.5 times more experience than normal ones - the three keep quests are worth it. After that, everything depends on a group for the Ruins of Lordaeron: if you have one, teleport from the Sepulcher to Undercity (step). If not, go from the Sepulcher straight to Hillsbrad (step), and do Gathering Materials[15], your level 24 spells and The Book of Ur[26] (if you went to the keep) in Undercity at 26 (step).
Drops from:Head of Arugal - Archmage Arugal, Arugal
Worgen are humanoids: before the pull, agree with the tank on who you'll polymorph. Worgs attack in packs - AoE only after the tank; Remove Lesser Curse removes curses from the group. The blade for the rare Comprehension scroll drops from Baron Silverlaine, according to testers (see the "Mage" section).
After the Ruins you'll turn in Gathering Materials[15] right here and learn your level 24 spells (step). No group for the Ruins? Don't teleport: go from the Sepulcher straight to Hillsbrad (step), and do all of this in Undercity at 26 (step).
DungeonNew in Forever
lvl 24-25
Ruins of Lordaeron and the trainer at 24
A new Forever dungeon above Undercity · the class robe and level 24 spells
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A group of five, six bosses in any order. The quests are level 21-22, and dungeon quests in Forever give 2-2.5 times more experience than normal ones - one of the most rewarding stops at 20-30. The main reward here is Gnarled Necromancer's Staff, the best staff on the route (from The Wrath of Rath'mael[22]). After the Ruins, in Undercity - Gathering Materials[15] → Spellfire Robes[15] and the trainer at 24. No group for the Ruins? Go from the Sepulcher straight to Hillsbrad (step).
Before going in, conjure water for the whole group and buff everyone with Arcane Intellect. Out of mana while the group is already running to the next pack? Evocation (8-minute cooldown) instead of drinking.
⚔︎ PvP
The Alliance has quests in the Ruins of Lordaeron too - their groups run across all of Tirisfal to the gates of Undercity. This is your land with guards nearby: on PvP realms it's their flag that's up, not yours.
Drops from:Intact Limbs - Skeleton, Cadaver, Ragged Ghoul and others
The Ruins are almost all undead, and Polymorph doesn't work on them: your job is damage. Blizzard and Arcane Explosion once the tank has gathered the pack and hit it 2-3 times; Frost Nova - only if the pack runs at the healer.
DungeonNew in Forever
⌂Turn in 11 quests, pick up 4 new ones and visit your trainer
Prioritize Counterspell: it interrupts a cast and locks out that entire spell school for 10 seconds. Use it on healers and caster mobs first. Fireball is for Fire, Arcane Missiles for Arcane and Flamestrike for dungeons; Dampen Magic can wait. Took Pyroblast? Its second rank costs 2. Not 24 yet? Train these here at 26 (step). Frost Blast has a 1.5-second cast and slows by 40% for 9 seconds: a quick way to regain distance, though it deals little damage.
Cloth bracers: +4 Stamina and +3 spell power. The other reward is a dagger - sell it.
DungeonNew in Forever
!
next - Hillsbrad Foothills
The road southeast into Hillsbrad Foothills: Deathstalker Lesh at the border - accept !Time To Strike[20]. Then follow the road east to Tarren Mill.
lvl 25-26
Hillsbrad Foothills
Tarren Mill, Durnholde Keep, the Hillsbrad fields and a wand for "Dangerous!"
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Tarren Mill is the Forsaken stronghold in Hillsbrad: this is where you turn in Journey to Tarren Mill[18], which you've been carrying since level 22. A Mage also gets a wand here: Dangerous![28] rewards Charred Wand. Three of its targets are in the fields where you're questing anyway, and the fourth - Miner Hackett (29) - is in the mine to the south (step). Don't go into Southshore (Alliance) - it has guards.
Your hearthstone is set in Undercity: from Dun Garok, the last stop of this section, use it to go straight to the trainer at 26 (step) - don't run back through Silverpine.
The database shows no teleport runes for sale in Tarren Mill - Hannah Akeley in Undercity sells them (in the game files).
◈ Loot along the way
Wool Cloth from the Hillsbrad humans - for Tailoring and Wool Bandages. Sell the extra at the auction house.
➶ Level faster
If you level with "Frost: Blizzard AoE": the farmers, farmhands and peasants in the fields only hit in melee and stand in groups. Gather two or three, Frost Nova, move 10-15 yards away and Blizzard. You'll learn Cone of Cold at 26 (step). Until then, freeze the ones that reach you again (Frost Nova) and step back. In Classic this was an AoE Mage spot. It hasn't been tested on the beta. In the other builds your Blizzard doesn't slow - fight one at a time: Frost Nova and step back.
Talents at 25. "Frost: Ice Lance" takes Shatter: you almost always crit a frozen target, so the Frost Nova → Ice Lance combo hits even harder. "Frost: Blizzard AoE" takes Ice Block at 26 in case a pull goes wrong. "Fire" takes Heating Up, "Arcane" takes Arcane Wrath.
⚔︎ PvP
Tarren Mill versus Southshore is the classic faction war. In Forever the Alliance quests here from 21 to 30 and goes to the town hall in Hillsbrad Fields - the same place where you kill the farmers and look for the targets of Dangerous![28]. A Rogue stunned you? Blink, Frost Nova and back off. Counterspell interrupts heals and long casts, if you've learned it already.
Beta chases often end at a zone border, where the other player can disappear into a different layer. That's another copy of the zone. A border may help you escape, but chasing someone across it can waste your time.
According to beta data, the exact spot where Deathstalker Masoj stands is still being confirmed - follow the quest marker. South of the vantage point, in Dun Garok itself , there are level 28-30 dwarves, and the riflemen shoot from range: approach the vantage point from the north and don't go down.
How to do this quest - Scout Support
According to a tester's comment, the quest only opens after the second “Battle of Hillsbrad” (level 25): if High Executor Darthalia doesn't offer it, turn that one in and ask again. Deathstalker Masoj himself stands alone on a hill north of Nethander Stead .
The peaks, according to testers' comments: on the hills above Dun Garok , on the plateau above Durnholde , and above the yeti cave , not inside it. Level 33 mountain lions roam by the third one - approach carefully.
Drops from:Vial of Innocent Blood - Syndicate Shadow Mage
The Syndicate stand close together - pull them one at a time from the edge and sheep the second one. Shadow Mages keep casting even while Frost Nova holds them: kill them first. If you visited the trainer at 24 (step), Counterspell interrupts their casts.
How to do this quest - The Rescue
The keys aren't interchangeable, the pairs are “jailor → prisoner”: Jailor Eston → Drull, Jailor Marlgen → Tog'thar. The jailors spawn near the prisoners, sometimes on the road to them.
The key says “Failed!” - that's normal, click again.
Hillsbrad Footmen shield bash and interrupt your casts - slow them and keep them at range, and don't pull them into an AoE pack. There are guards in the town hall nearby: pull them one at a time. Don't go into Southshore.
CarefulClass
↩Head back: turn in 2 quests and pick up 3 new ones
Drops from:Hillsbrad Human Skull - Farmer Ray, Syndicate Shadow Mage, Syndicate Rogue and others
Miner Hackett is level 29, 3-4 levels above you, so expect more misses and resists. Start at full mana, sheep the nearby miner and use Berserking with your first cast. If he reaches you, use Frost Nova and step back. Can't manage it? Abandon Dangerous![28]; this route won't return here.
How to do this quest - Elixir of Pain
Once you make Stanley drink, he turns into a level 24 monster. Kill him - about 700 experience. Clear the farmers and footmen around him first.
With a staff, both rewards are for selling: take the one that sells for more. Fighting with the dagger Quilboar Toothpick? Take Expended Apothecary Vial for your off hand: +3 Intellect and +3 Spirit.
New in Forever
lvl 26
Undercity: the trainer at 26 and home
Hearthstone to Undercity, level 26 spells, teleport to Orgrimmar
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Hillsbrad is done - hearthstone to Undercity for the trainer at 26, then home with Teleport: Orgrimmar: no zeppelin needed.
Don't forget in this section
Home by teleport to Orgrimmar - no zeppelin needed: make sure you have Rune of Teleportation in your bags.
⚔︎ PvP
From 24 you have Counterspell: against Priests, Shamans, Warlocks and Mages, interrupt a heal or a long cast and that whole school is locked for 10 seconds. It's useless against Rogues and Warriors - there Frost Nova, Cone of Cold, and Blink save you.
Cone of Cold slows everything in front of you by 40% for 6 seconds. Once a root ends, use the cone, step back and cast another bolt. Trolls can take Speak with Deino[26], which leads to a class robe; you'll complete the objectives along the Ashenvale route. Sell spare wool and other leftovers on the auction house. If you didn't get Charred Wand, look for Lesser Mystic Wand there (level 26, 25.4 DPS).
Out of runes? Hannah Akeley in the Magic Quarter (in the game files).
lvl 26-27
Thunder Bluff and Stonetalon again
The Ashenvale Hunt, turn-ins in Thunder Bluff, Sun Rock Retreat, the Charred Vale
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The Sun Rock Retreat chains lead into Ashenvale and Thousand Needles - so the mountains first, then the forest. Along the way you do two quests from Thunder Bluff.
Don't forget in this section
Cenarius' Legacy[25] → Ordanus[29]: the target of the second quest is in Ashenvale. Take it while you're here.
The fire elementals of the Charred Vale barely take Fire damage, and you can't sheep them: hit them with Frost, one at a time. Fire Ward (if you learned it at 20) absorbs their damage.
⚔︎ PvP
The Alliance has its own quest on the same Bloodfury harpies, and their Stonetalon Peak is close by. Alliance Rogues wait until you're tangled up with a couple of harpies - pull them one at a time and keep Blink and Frost Nova ready.
⚔︎Questing loop: “Pigments for Paints”, “Cenarius' Legacy”, “Elemental War” and 3 more
◎
➜≈ 800 yards north · ~2 min on foot
Mirkfallon Lake : Mirkweed Pods - 30 of them in the water and on the shore, Pigments for Paints[26]. There are no mobs at the lake.
New in Forever
◎
➜≈ 1100 yards northwest · ~2.5 min on foot
Stonetalon Peak in the north : 4 each of Sons of Cenarius, Daughters of Cenarius and Cenarion Botanists - Cenarius' Legacy[25].
Daughters of Cenarius heal themselves - Counterspell interrupts their heals. The Cenarion mobs stand in twos and threes: pull them one at a time. The rare elite Sorrow Wing (27) flies around here - it drains health.
Harpies are humanoids: sheep the second one. Bloodfury Slayers can execute you when your health is low - kill them first. Go around the rare elite Sister Riven (28).
How to do this quest - Harpies Threaten
The harpies are grouped by type: normal ones - (an elite harpy nearby), Ambushers - , Roguefeathers - . The Slayers roam and will find you themselves.
Splintertree Post, Thistlefur, Zoram'gar · the best wand before 30
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Splintertree Post is a big Horde quest hub. The eastern loop first, then Zoram'gar and, if you have a group, Blackfathom Deeps: Blackfathom Villainy[27] from there gives Gravestone Scepter, the best wand before 30. You'll also finish The Sacred Flame[25] from Thunder Bluff here.
Don't forget in this section
Je'neu Sancrea : take the Blackfathom Deeps quests only on the day you go - otherwise they clog your log.
Leave Sharptalon (level 31) from the Ashenvale Hunt alone for now - that's for 31+.
You'll turn in Ordanus[29] at Sun Rock Retreat on your next visit (at 30+): The Den[29] still lies ahead.
◈ Loot along the way
Cloth from satyrs and furbolgs - Wool Cloth and your first Silk Cloth: for Tailoring, bandages or the auction house.
➶ Level faster
Hearth from Zoram'gar to Splintertree Post before the Foulweald leg (step). That binding saves a walk across almost the entire forest.
⚔︎ PvP
Astranaar is the main Alliance camp for 17-32, and their Silverwing Outpost sits right below Splintertree Post. The classic: raids on Astranaar and the counter-raids on Splintertree. Being chased? Run to the Splintertree guards, and Cone of Cold will hold off the pursuit.
⌂
next - Ashenvale
Splintertree Post: Vhulgra - flight path; Innkeeper Kaylisk - set your hearthstone in Splintertree.
Pull the guards one at a time. Both came? Sheep one, use Frost Nova on the other and step back. Satyrs are demons, so you can't sheep them. Xavian satyrs are level 28-30; approach the waterfall from the west and avoid the camp center. Not 28 yet? Finish the other eastern-loop objectives first.
How to do this quest - Shadumbra's Head
The panther walks in a circle - it's easier to stand at and wait.
No Zoram'gar flight path (you didn't visit the west of the forest at 22)? Fly from Orgrimmar to Splintertree Post and walk west from there (step). Didn't take Speak with Deino[26]? Skip this step and head to Zoram'gar straight from Splintertree.
Class
!
after travel
Zoram'gar:
fly from Orgrimmar, or walk from Splintertree Post if you lack the flight path. Andruk : unlock the flight path
Je'neu of the Earthen Ring[27]: pick Soft Willow Cape from the rewards, +5 Intellect. No Zoram'gar flight path? It's about 8-10 minutes on foot (an estimate); give Astranaar a wide berth: the Alliance guards will attack.
⚔︎Questing loop: “Between a Rock and a Thistlefur”, “Troll Charm” and “Freedom to Ruul”
Clear the way to the village exit before the escort - you'll be attacked on the way. Furbolgs are humanoids: sheep the second one. Shamans heal themselves - Counterspell interrupts their heals.
How to do this quest - Troll Charm
In the cave the mobs stand in twos and threes and respawn quickly - watch your back. The charm chests respawn quickly too: you can circle one hall.
⚔︎Questing loop: “King of the Foulweald” and “Laughing Sisters”
◎
Ashenvale
Head west from Splintertree Post to Greenpaw Village, home of the Foulweald furbolgs . Plant the banner by the totem and defend against furbolg waves, ending with Chief Murgut, for King of the Foulweald[26]. Nearby to the northeast, Laughing Sister : collect 12 hairs for Laughing Sisters[26]. Return to Splintertree Post: turn in ?Freedom to Ruul[24] to Yama Snowhoof .
The furbolgs come in twos and threes: sheep one, Frost Nova the rest and cast Frostbolts as you step back; as "Frost: Blizzard AoE" - Blizzard on the whole wave while it's frozen. Start with full mana.
How to do this quest - King of the Foulweald
First kill the furbolgs around the mound. Then stand on the mound and use the banner from your bags.
After the banner, two always come, and Chief Murgut appears on a timer, not after they die. Don't waste cooldowns on the first two.
Half the dungeon is underwater: watch your breath bar and only fight in the water near the air bubbles. Naga are humanoids, so you can sheep them; Counterspell interrupts the Priests and oracles who heal.
The rewards have different stats; choose whichever appearance you prefer. After the turn-in, continue the route in Thunder Bluff.
Class
lvl 29
Thunder Bluff and Gloomrise
Turn-ins, the Gravestone Scepter and the trainer at 28 · a new Forever camp on Skywatcher Plateau
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Turn-ins of the Stonetalon and Ashenvale quests, the trainer at 28 - and something new in Forever: in northwestern Mulgore, above Thunder Bluff, an Earthen Ring camp on Skywatcher Plateau. Three level 30 quests worth ~2.5 thousand experience each, and the level 27-29 mobs are spiders - that's, beasts: you can sheep them.
Don't forget in this section
The Broodmother[31] is an elite level 31 spider: group only. No group? Don't take it - the quest doesn't unlock anything.
⌂Turn in 4 quests, pick up 6 new ones and visit your trainer
Conjure Mana Agate is mana in the middle of a fight (375-425): conjure it right away and keep it in your bags. Arcane Intellect is a must. Blizzard - for "Frost: Blizzard AoE", Mana Shield and Scorch - optional. Not 28 yet? You'll learn them here at 30 (step).
Thunder Bluff has two elevators - on the southwest and northeast sides. The plateau is northwest of the bluff: take either one down and go around the bluff (which elevator is closer hasn't been checked yet).
New in Forever
⚔︎Questing loop: “Defending the Dead”, “Stronger than Steel”, “Talkin' bout Toxins, Mon” and “The Broodmother”
The spiders move in packs: pull from the edge, sheep the second one, and Frost Nova or Cone of Cold the ones that run up. As "Frost: Blizzard AoE" - Blizzard on the pack while it's frozen.
The Broodmother[31]: the reward is Transformative Cocoon: it absorbs damage and stuns you for 5 seconds, then gives +60% speed for 8 seconds. Good for escaping.
New in Forever
➜
Back to Thunder Bluff by the same elevator. Tal: fly to Camp Taurajo.
Is your level 29 experience bar less than half full? Do the Southern Barrens first (about 15 thousand experience, by an estimate), otherwise Thousand Needles might not be enough to reach 30.
lvl 29-30
Southern Barrens and Razorfen Kraul (optional)
Razormane camps, Bael Modan, a dungeon
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About 15 thousand experience near Taurajo, on the way to Thousand Needles. Useful if you're short of 30 or you've got a group for Razorfen Kraul.
The soldiers are humanoids: sheep a second one. Start the pillager fight at full mana, use Berserking with your first cast and keep Frost Nova ready. You can solo him at 29.
For a Mage - Snake Hoop: +5 Intellect and +6 spell power. The boars and quilboar come in packs - the best AoE spot before 30, but only after the tank; quilboar can be sheeped.
How to do this quest - Willix the Importer
Don't run far ahead and don't fall behind: the quest fails even if he makes it out. You don't need to kill bosses for the quest.
Freewind Post, the Galak centaurs, the sacred flame · spells and a teleport in Thunder Bluff
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This is where you reach level 30, then a short flight to Thunder Bluff: the trainer at 30 and Teleport: Thunder Bluff. Set aside about 640 for 30: the spells are 80 each, 560 for all of them, and the teleport is another 80. The rest of Thousand Needles is already part of 30+.
Don't forget in this section
Set your hearthstone at Freewind Post and get the flight path there.
Alien Egg[26]: the egg is in one of three places: , or .
Set your hearthstone at Freewind Post: it brings you from Thunder Bluff straight back here, to the 30+ quests (step). From 30 you also have Teleport: Thunder Bluff: keep your hearthstone out in the field and teleport to any of the three Horde capitals.
⚔︎ PvP
Level 30 - battlegrounds. On the beta the new battleground Darkspear Islands, 15 vs 15, opens at 30. The battlemasters in the capitals queue you - Gruga Bloodblade in Orgrimmar and Rugbul Boomfirst in Undercity - and there's also a portal in the Darkspear Raiders camp north of Ratchet . Don't fall into the water - testers complain about sharks.
Thousand Needles is contested, but the Alliance has almost no quests here until 30+ - you can breathe out. From 30 you have Ice Armor: anyone hitting you in melee is slowed by 30% and attacks more slowly - against Rogues and Warriors it's a Mage's best armor.
Galak Windchasers cast spells - start with them; Counterspell interrupts their casts. Centaurs are humanoids: sheep the second one. Thousand Needles is all cliffs: near the edge of a mesa, only press Blink with your back to the drop - it moves you in the direction you're facing.
How to do this quest - Test of Faith
Dorn Plainstalker is in a cave, up a ramp. He takes you to a high ledge.
Jump only from the wooden plank: you'll be brought back before you hit the ground. Jumping from anywhere else is a real death.
The Sacred Flame[29]: neither reward is for you - take the one that sells for more. Not 30 yet? Finish it right here: Cliffwatcher Longhorn now offers Grimtotem Spying[28] - three notes in crates on Darkcloud Pinnacle , in the Grimtotem Tauren camp (reward - Desert Shoulders: +5 Intellect and +5 Spirit); Elu - Wind Rider[29]: 10 wyvern eggs at Highperch in the west . Both quests go back to whoever gave them.
What's next (30+): the rest of Thousand Needles, Ordanus[29] → The Den[29] in Stonetalon, the Shimmering Flats, Hillsbrad and the Arathi Highlands, "Excavation Site: Wetlands" and the Scarlet Monastery. At 30 the Mage class chain for a wand opens too: according to Wowhead, Ursyn Ghull in Thunder Bluff gives the first quest, Journey to the Marsh. That will be the next part of the guide.
☠︎
Dungeons: what to pick up in advance
Quests offered far from the entrance, and what a Mage does in a group
In Forever, experience from dungeon mobs is lower, while dungeon quests are estimated to give 2-2.5 times the experience of normal ones (that's already after the October fix that cut the bonus). Going in without quests makes little sense - collect them in advance, but not earlier than needed: quests "for later" clog your log. In a group a Mage brings AoE damage, sheep and water for everyone, and the staves from dungeon rewards beat anything you get solo.
Mage in a group: sheep, AoE, water
Polymorph is your main job. Before a pack, agree with the tank on who you sheep (usually the target with the moon). Polymorph only works on beasts and humanoids - you can't sheep undead or elementals. Any damage wakes the sheep: don't AoE next to it.
AoE only once the tank is ready: the pack is gathered and the tank has hit it 2-3 times. Any earlier and the whole pack runs at you. Arcane Explosion (from 14) and Blizzard (from 20) are a Mage's main damage in dungeons.
In a group, use Frost Nova only as a last resort: frozen mobs hit whoever is closest, and that's often the healer.
A mob comes at you? Don't run away from the tank - run toward the tank, so it picks the mob up faster. Frost Channeling (Frost) and Burning Soul (Fire) lower your threat by 30%.
Remove Lesser Curse (from 18) removes curses from party members. Counterspell (from 24) interrupts heals and dangerous mob casts. Rapid Regeneration restores health between fights if nothing is attacking you.
Before you go in - a stack of water for the whole group and Arcane Intellect on everyone. "Mage, water!" has been the number one request to Mages since Classic: make it in advance, not in the middle of a fight.
Ragefire Chasm
13-18 · Orgrimmar, Cleft of Shadow · at 16 on this route
For a Mage: the end of the chain is Hidden Enemies[16], and the reward is Staff of Orgrimmar, the best staff until 20. Troggs and cultists can be sheeped. Hit the fire elementals with Frost. No group? Don't take a single quest from here.
For a Mage: the Druids of the Fang heal themselves and put you to sleep - they're humanoids, so sheep them. Packs of deviate raptors are your AoE targets, but only after the tank.
The run itself is at 23-24 (step). Worgs attack in packs - AoE after the tank. Remove Lesser Curse removes curses from the group. Baron Silverlaine drops a blade. According to testers, a rare Comprehension scroll turns it into a sword for Mages (see the "Mage" section).
Blackfathom Deeps
24-32 · Ashenvale, Zoram Strand · the key wand before 30
The packs of boars and quilboar are the best AoE spot before 30, but only after the tank. Geomancers and Charlga Razorflank heal themselves - Counterspell interrupts their heals.
✧
Mage: spells, water, control, teleports
What to train and where, how to fight, how to drink less and what's different in Forever - up to level 30
What changed in Forever: since October 15, wands only fire after you stand still for 0.5 seconds. Base spell damage is lower (Fireball by 20-33%, Frostbolt from Rank 2 by up to 23%), but gear has more spell power and it contributes more. Frost Nova hits harder, Arcane Intellect lasts an hour, and Cone of Cold slows by 40% for 6 seconds instead of 50% for 8. New level-20 talents: Ice Lance and Arcane Blast. Ice Block is a level-25 talent. Cold Snap comes at 30 with a 10-minute cooldown. Lower ranks scale worse with spell power and proc effects less often, so use higher ranks. Wands haven't scaled with spell power since September 24. A new minor skill is Comprehension (below).
Before 20, open from range with Frostbolt and cast again while the slowed mob approaches. If it reaches you, use Frost Nova from 10, move more than 10 yards away, and resume casting. Almost dead? Finish with your wand or Fire Blast. Another costly bolt delays regeneration for 5 seconds. Sheep a second mob with Polymorph from 8. In Frost from 20, freeze with Frost Nova, step back, and use Ice Lance while it holds. Keep Frost Armor and Arcane Intellect up, including after a death.
Where to train as a Troll. Levels 1-6: Mai'ah in the Valley of Trials. Levels 6, 8 and 10: Un'Thuwa in Sen'jin Village. Razor Hill has no Mage trainer. From 12: Orgrimmar's Valley of Spirits, with Uthel'nay , Pephredo , Enyo and Deino . The Barrens has no trainer. Learn your level-18 spells together with level 20 in Orgrimmar (step). Later stops are Spirit Rise in Thunder Bluff at 22, 28 and 30 (Thurston Xane . 22, 28, 30), and Undercity's Magic Quarter at 24 and 26 (Anastasia Hartwell . 24, 26).
Prices are from the Mage page on Wowhead Forever (beta). Training everything up to level 20 costs about 3.7 gold, including the teleport to Orgrimmar. From 22 to 30 it's about 15 gold more, 6.4 of that at 30. Skip what can wait and you'll save a couple of gold. And keep saving: at 40, riding training costs 100 gold (the first mount itself is free).
Three schools for leveling
Almost the same until 20 - the difference starts at 20
I'd use Frost for solo questing, as the beta guides recommend. Slow with Frostbolt, freeze with Frost Nova, then use Ice Lance from 20 for much higher damage against the frozen target.
Fire: more damage per hit, but expensive on mana and light on control. You still use Frostbolt to slow enemies. Pyroblast (a level-20 talent) is your ranged opener, and Berserking speeds up the cast.
Arcane gives +25% wand damage, Clearcasting, and Arcane Blast from 20. You'll drink less, though mobs reach you more often. Without an Enchanter's help, Durotar doesn't give you a wand until 16-17. This build takes a while to get going.
Use Leveling talents for the point orders. Route tips state when they depend on a particular tree.
Troll Mage racialsbeta data
Berserking: +10% attack and casting speed for 15 seconds, with a 3-minute cooldown. Use it on a tough mob when you can stay on target and keep attacking.
Rapid Regeneration: restores 50% of your maximum health over 6 seconds, with a 3-minute cooldown. Moving, taking an action or taking damage interrupts the channel. Use it between fights in a safe spot.
Regeneration: health regeneration is 20% faster, and 20% of your normal health regeneration continues in combat. This changed in the October 15 beta update. Older guides still say 10%.
Beast Slaying: +5% damage against beasts, useful against Durotar tigers and the Barrens' plainstriders, zhevras and raptors.
Forever removes the racial bonuses to Bows and Thrown. Trolls don't have a separate axe skill bonus.
Making your own water and food
A Mage's biggest saving
Learn Conjure Water at 4 and Conjure Food at 6. New water ranks come at 4, 10, 20, and 30. Food ranks come at 6, 12, 22, and 32. I'd learn the water upgrade promptly, since the extra restoration cuts your drinking time.
Forever's tooltips list 145, 420, 803, and 1293 mana for conjured water ranks 1-4. That's the same restoration as vendor water at the matching level.
Conjure more than you think you'll need. The beta tooltip promises 20 a cast, but one level 30 player reported getting 2. Check your own cast, then top up during flights or while waiting for a mob.
Conjured items disappear after more than 15 minutes logged out. You can trade them directly, but you can't sell them to vendors.
Keep some cooked food too. Icy Veins lists a +5% kill-experience bonus for 15 minutes from Well Fed food, which conjured food doesn't provide.
Mana: how to drink less
The main complaint of Mages on the beta
Spirit regeneration waits 5 seconds after spending mana. Finish a dying mob with your wand and let that recovery start.
Use your highest ranks. Low ranks scale worse with spell power and proc Frostbite or Clearcasting less often in Forever. The old rank-1 slow trick loses value here.
For an ordinary pull, 70-80% mana is usually enough. You can regenerate while moving. Drink below roughly a third instead of topping off after each mob.
At 20, Evocation gives you another refill after a rough fight, with an 8-minute cooldown. From 28, conjure Conjure Mana Agate before combat so it's ready when you need mana during a fight.
From 8, use Polymorph on beasts or humanoids. Sheep the extra mob, finish the first, then deal with it. The sheep regenerates health quickly, so leave it alone until you're ready.
Any damage breaks the sheep. Keep AoE away from it. Rank 2 at 20 lasts 30 seconds, up from 20.
From 10, Frost Nova freezes nearby enemies for 8 seconds on a 25-second cooldown. Move more than 10 yards away before attacking again. Damage can break the roots early.
Casters (Dustwind Storm Witches, Burning Blade Warlocks, Razormane Geomancers, Grimtotem Sorcerers) keep casting even while Frost Nova holds them. Kill them first or pull them around a corner - they'll come to you. From 24 - Counterspell.
At 20, Blink breaks stuns and roots. Look where you'll land first. Blinking into another pack turns an escape into a bigger problem.
From 20, Mana Shield spends 2 mana for each damage point absorbed. Save it for emergencies. Shielding for every ordinary mob will empty your bar.
AoE: when and how
From 20, best in the "Frost: Blizzard AoE" build
I'd keep solo AoE modest before 20. Your Arcane Explosion arrives at 14, costs plenty of mana, and works at close range. It can finish three or more weak mobs held by Frost Nova, but it isn't a reason to grab a larger pack.
From 20, gather two or three melee mobs, use Frost Nova, and move 10-15 yards clear before casting Blizzard. When they close in, use Frost Nova again or Cone of Cold from 26. Move back and repeat.
In Forever Mage AoE was deliberately weakened against farming: Improved Blizzard slows by 40% at most, Cone of Cold by 40% for 6 seconds. Start with two or three mobs, not ten.
Choose melee mobs without ranged attacks or calls for help. Casters, archers, and runners such as harpies and centaurs can spoil the pull quickly.
Classic AoE Mage spots on the route: the humans in the Hillsbrad Fields (25-27, step. Skip the footmen - they shield bash and interrupt your casts) and the packs in Razorfen Kraul (29, with a group). Not tested on the beta.
Waiting for respawns longer than you're fighting? Move on. I'd also stop if Ice Block has saved the pull for the second time in an hour.
Wands
Finishing mobs without mana
Use your wand through Shoot to finish mobs without spending mana or stopping regeneration. It saves Frost some drinks. With talent Wand Specialization, it can supply half your Arcane damage.
Until 16: Lesser Magic Wand - Enchanting 10, the auction house or an enchanter friend (step). No quest in Durotar gives a wand.
Each teleport is a 10-second cast, 120 mana and one Rune of Teleportation (≈ 10, stacks to 10). in the game files, reagent vendors sell the runes: Hagrus and Horthus in Orgrimmar, Hula'mahi at the Crossroads, Hannah Akeley in Undercity.
How this changes the route: Teleport: Orgrimmar replaces the flight from Thunder Bluff to the zeppelin at 22 (step) and the zeppelin itself from Undercity at 26 (step), and Teleport: Undercity replaces the flight from the Sepulcher to Undercity before the Ruins of Lordaeron (step). Keep your hearthstone at the camp where you turn in quests. Two runes before 30, three if you go to the Ruins of Lordaeron with a group.
Group portals come at 40 for Orgrimmar and Undercity, then 50 for Thunder Bluff. Selling portals won't fund your leveling before 30.
From 12, Slow Fall uses Light Feather. The Forever database doesn't list a feather vendor yet, so learn it once you have feathers.
Cloth, weapons and stats
What to wear and what matters
Troll Mages start with Staves, Wands and Cloth Armor, like any Mage. Train Daggers with Sayoc in Orgrimmar. Archibald in Undercity teaches Daggers and One-Handed Swords. Your starting gear is Bent Staff and the Apprentice set.
What matters: spell power, then Intellect, then Stamina, then Spirit. Before 15 there's almost no gear with spell power - that's why Tailoring helps so much. A Mage doesn't need Agility or Strength.
10: Ju-Ju Heaps[10] - Un'Thuwa, Sen'jin Village: 4 Ju-Ju Heaps on the Echo Isles (step). The reward is Ley Staff or Ley Orb. Speak with Un'thuwa[10] from the Orgrimmar and Thunder Bluff trainers just sends you to him - you don't need it.
A new Mage minor skill: scrolls drop from mobs all over the world, and you decipher them. The spell is Comprehend Scroll, taught by Un'Thuwa from level 6 (step). The button is in the General tab of your spellbook.
Blizzard hasn't listed the contents. Beta reports describe hour-long dagger or sword buffs, damage consumables, and a rare key scroll. Combine that scroll with a blade dropped by Baron Silverlaine in Shadowfang Keep to get a battle-mage sword. I wouldn't plan your weapon progression around the rare result yet.
Stop moving before deciphering a scroll. Warcraft Tavern reports that a failed attempt can turn you into a sheep, so I'd read them somewhere clear of mobs.
First Aid
Health without mana
A bandage heals without mana and doesn't interrupt mana regeneration: bandage up after a tough fight and keep all your mana for the next mob.
Rawrk in Razor Hill teaches it (step), better bandages - Arnok in Orgrimmar. Humanoids along the route drop the cloth anyway.
How not to die
Combos that save you
A third mob with no way out is the main cause of Mage deaths. If Frost Nova (and from 20 also Blink) is on cooldown, don't pull the next one.
Always keep Frost Armor on: a mob that hits you gets slowed. It drops when you die - put it back on, along with Arcane Intellect.
A caster mob - fight it head-on or pull it around a corner. A melee mob - Frost Nova and back off.
Before a tough mob - full mana, buffs up and Frost Nova ready. If it goes wrong - Polymorph on one and run to the guards.
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Professions and camping
What to take, where to learn it and what to collect - up to level 30
Tip for a Mage: Tailoring + Enchanting, plus Cooking and First Aid. Tailoring makes cloth gear with spell power out of the cloth humanoids drop anyway - and before 15 there's almost no other gear with spell power. Enchanting gives you your own wand (Lesser Magic Wand at skill 10, Greater Magic Wand at 70), and the tailored gear you don't need gets disenchanted. Both professions are taught in Orgrimmar at 12. If someone in your group is an enchanter who makes wands for everyone, take gathering professions for gold: Herbalism and Skinning or Mining.
Greater Magic Wand: Enchanting 70, essences and Simple Wood. The materials cost about 15 silver - skill is the only thing holding you back.
New in Forever: in the game files, enchanting supply vendors carry Lesser Magic Essence and Strange Dust - in Orgrimmar, Kithas . Stock is limited. Check on the spot whether they sell them on the beta. If they do, buy some every time you're in town.
The wand binds when equipped: a friend can make it and pass it to you - it only binds once you put it on.
For a Mage: Tailoring - a faction banner (+Spirit), Herbalism - an incense candle (+Intellect), First Aid - a first aid kit (+Stamina).
Sit by any campfire for a minute, even someone else's - you get a buff for an hour.
Cooking and First Aid
In Forever cooked food also gives +5% experience from kills, and conjured food doesn't - so a Mage needs Cooking even though you make your own food.
First Aid: a bandage heals without mana. Linen Bandage from linen, from skill 40 - Heavy Linen Bandage, then wool ones. In Forever, First Aid also makes healing potions.
Comprehension isn't a professionfrom players
A Mage minor skill, like Cooking: it doesn't seem to take up a profession slot. You decipher the scrolls from mobs yourself (Comprehend Scroll). Details are in the "Mage" section.
What to collect
Cloth: Linen Cloth at 1-20, Wool Cloth at 20-30 - from humanoids. It goes into Tailoring and bandages. Sell the extra at the auction house. Linen Cloth: put 10 in the Orgrimmar bank at 12 - the class quest Gathering Materials[15] asks for them at 23.
Meat goes into Cooking. Sell gray items to a vendor at every stop.
New in Forever: a Durotar Supply and Logistics camp near the Crossroads. Fill the crates you find in the world with materials and turn them in for a currency. According to beta data, it also buys patterns for cloth gear.
Money
A Mage doesn't spend a single coin on water and food - that saves a couple of silver per level early on and up to a gold by 30.
Training, on the other hand, costs more than for many classes: about 3.7 gold up to 20, teleport included, and about 6.4 gold at 30. Don't train everything: what can wait is listed in the "Mage" section.
Don't buy a vendor wand if a better quest or crafted one is 1-2 levels away. Aim for about 10 gold in reserve by 30, then keep saving: riding costs 100 gold at 40.
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What's new in Forever
Only what matters for this route
Beta data (build 1.60.1, as of October 16, 2026, beta level cap 30): the Wowhead Forever database, Forever and Classic spell tooltips, Blizzard's Mage class overview, the Questie database and the RestedXP route for Forever. Things may change before the November 4 launch.
Troll Mage: starting out and class questsbeta data
Ice Block - the 16th Frost point (level 25), Cold Snap - the 21st (level 30), 10-minute cooldown.
Aimed at farming and big AoE pulls, in Blizzard's own words: Cone of Cold slows by 40% for 6 seconds, Improved Blizzard by 40% at most. Low ranks trigger Frostbite and Clearcasting less often.
Base spell damage is lower, but spell power on gear hits noticeably harder - collect it. Since September 24, wands get no damage from spell power. The Mage's new minor skill is Comprehension.
Troll racialsbeta data
Berserking gives +10% attack and casting speed for 15 seconds, with a 3-minute cooldown. Rapid Regeneration restores half your health between fights. Since the October 15 patch, Regeneration gives +20% health regeneration, with 20% of normal regeneration continuing in combat.
PvP and rulesetsofficial
Rulesets to choose from: "Normal" - PvP only if you want it (/pvp). "PvP" - your flag turns on by itself in contested and enemy zones. "RP" - same as Normal.
Horde territory on the 1-20 route: Durotar and the Barrens. Contested: Stonetalon (from 18), then Hillsbrad, Ashenvale and Thousand Needles.
Battlegrounds: Warsong Gulch from 10, Arathi Basin from 20, the new Darkspear Islands (15 vs 15) from 30. On the beta, according to testers, only the level 30 battleground is open.
For Mages, Frost Nova plus Ice Lance was the most discussed combo of the beta: testers asked for a nerf, and on November 2 the Lance got an 8-second cooldown shared with Fire Blast. Casting Arcane Intellect on a PvP-flagged player flags you too, even on Normal rulesets. From 18, use Remove Lesser Curse to remove curses.
Experience and conveniencesofficial
Cooked food gives +5% experience from kills. There are camp buffs too - from a campfire, a tent and a sleeping bag.
Dungeon quests are estimated to give about 2-2.5 times the experience of normal ones.
There's no automatic dungeon finder - only the bulletin board, and meeting stones don't summon.
The Legacy system: account-wide bonuses unlock once your first character reaches 25.
Playing with friends who share a language? Pick your preferred language in the settings: you'll land in the same world layer as its speakers more often.
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Tips and common mistakes
Where to train, the hearthstone, dangerous mobs, what not to forget
1 - Valley of Trials. Around 7.5 - Razor Hill: you get through northern Durotar and Orgrimmar without the hearthstone. Around 12.8 - the Crossroads, until 22. At 23 - Undercity: to get back from Dun Garok (step). At 27 - Splintertree Post, at 29-30 - Freewind Post.
From 20 you also have Teleport: Orgrimmar, from 23 Teleport: Undercity (only taught in Undercity), and from 30 Teleport: Thunder Bluff: keep your hearthstone at the camp where you turn in quests, and teleport to the capitals. On the route: Thunder Bluff → Orgrimmar at 22, the Sepulcher → Undercity at 24, Undercity → Orgrimmar at 26. Don't forget the runes - Rune of Teleportation.
For short distances - a death run. Almost free until level 10. From 11 - "Resurrection Sickness" and -25% durability.
They keep casting even while Frost Nova holds them: Dustwind Storm Witches, the Burning Blade, Razormane Geomancers, Grimtotem Sorcerers. Kill them first or pull them around a corner.
Stonetalon: the elite Besseleth (without a partner - at 27), the rare Venture Co. Elites at Windshear Crag. Hillsbrad: the Syndicate shadow Mages in Durnholde, Miner Hackett (29) in the mine - the target of Dangerous![28]. Ashenvale: Keeper Ordanus with two guards, Eck'alom.
Common Mage mistakes
Waiting for a Mage trainer in Razor Hill - there isn't one. 8 and 10 - Sen'jin, from 12 - Orgrimmar.
Didn't upgrade your water rank - you drink longer and more often. Learn new water and food ranks the same day.
Finishing mobs with a spell instead of your wand - your mana doesn't regenerate for an extra 5 seconds.
Frost Nova won't help against a caster: it keeps casting while rooted.
A third mob with no way out: Frost Nova is on cooldown, and you haven't learned Blink yet.
Broke your own sheep with AoE - or tried to sheep an undead mob, a demon or an elemental.
The Classic habit of casting rank 1 just for the slow - Forever punishes it.