A wand does a surprising amount of the work for a leveling Troll Priest. This 1-30 WoW Forever route follows Durotar, the Barrens, the Eastern Kingdoms, and the return to Kalimdor. It covers wand pickups, your Priest racial spells, dungeon quests, and the mana breaks between casts. Four builds use the October 15 talent tree.
Updated November 4, 2026 for Blizzard's November 2 changes: talent orders checked against the new trees, no changes needed. Training costs changed, see the note at the bottom of the page.
!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 Priests
For group healing, use party frames that show health and effects you can dispel. Set up mouseover healing so you can heal without losing your current target.
A threat meter from the general list helps you see when healing might pull a mob onto you. Fade temporarily reduces your threat.
⏱︎
How not to lose hours while leveling
Small things about your route, mobs, mana, and speed that add up to hours over a whole leveling run
Route
Running around eats roughly a third of all leveling time. So grab quests in bundles and finish them in one trip, with at least two or three objectives close together on the map.
Don't be afraid to drop a quest with a rare drop, an NPC who isn't there, or an objective on the far side of the zone. Leave escorts for the end of the loop, since they usually run through the same mobs the nearby quests need.
Heading to the next spot with full mana and health? Kill mobs on the way. You regenerate anyway, and a couple of extra mobs on every run adds up to hours by the end.
While a mob is dying, start walking to the next one. Finish off the last few percent with auto attacks or a wand instead of a big spell.
Which mobs
Green mobs die fast and are barely a threat, but in Forever they give 4-20% less XP than in Classic. Blizzard says that's intended. Look at XP per hour, not at the color.
Yellow and green mobs are a fine pick. Orange and red ones are almost always worse. There's no XP penalty, but you miss more, fights drag on, and your mana and health melt faster. The one exception is elite group quests, if you've got a group.
Supplies and timing
Always carry food and water, or you'll get stuck in the middle of a mob camp with empty bars. Addons that auto-sell gray items and auto-repair at a vendor save time too.
Use your Hearthstone and long-cooldown abilities on cooldown, not "for later." The perfect moment might never come.
Spirit is useful for everyone while leveling, because you spend less time sitting between fights. Got an item with Spirit that's a bit weaker on other stats? I'd keep it.
Build and trainer
Leveling talents aren't level 60 talents. While leveling, you're your own tank and healer, so defensive and recovery talents beat an extra percent of damage.
The Legacy perk "Thrill of Adventure" gives back up to 5% health and mana after you kill a mob that gives XP.
New ranks show up every 2 levels, but not every trip to the trainer is worth it. Check what you'll actually get, and don't fly to a capital for a rank that barely changes anything.
People
Buff someone who's passing by, and they'll probably return the favor.
Elite quests go faster with a partner, and on PvP servers it's a lot safer too.
DoTs
The free addon Does It Die shows whether the DoTs already ticking will finish the mob. If they will, a skull shows up on the target's portrait and you can move on to the next one. It's made for Forever, and the settings are under /did.
✦
Leveling talents
Four builds for 10-30 using the tree from October 15
You get your first point at 10 and have 21 by 30. I'd follow Shadow: Wand and Spirit. This order assumes you find a wand by 15. Already have one at 10? Put your first two points into Wand Specialization, then five into Spirit Tap. From 17, rejoin the listed order. Reset with Ur'kyo in Orgrimmar, Aelthalyste in Undercity, or Miles Welsh in Thunder Bluff. 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.
Shadow: Wand and Spiritmain2 / 0 / 19Your wand saves mana, Spirit speeds up regeneration and a longer-lasting Pain deals damage.
Mind Flay at 22 slows runners. Improved Mind Flay at 23-24 makes each successive tick deal 10/20% more than the previous one. Take Vampiric Embrace at 30. Its current tooltip requires that level.
This is comfortable solo, but before Vampiric Embrace, you'll need the killing blow to trigger the Spirit bonus in a group. Spending two points on wand damage pushes Shadowform to 42. Want it at 40? Respec with 31 points in Shadow.
Meditation: Mana Reservessteady pace16 / 0 / 55 points in Spirit Tap and 16 in Discipline, with a comfortable mana pool for group healing.
With Meditation 3/3, you keep 50% of Spirit-based mana regeneration while casting. This hybrid fills the three ranks at 25-27.
Talent Mental Strength adds Intellect, while Improved Power Word: Shield strengthens the shield. The shield talent moved to the third row, so the order takes Intellect in the second row first.
You won't have Mind Flay. Finish a runner with Mind Blast when necessary. Your Shadow Word: Pain also expires sooner than in the main Shadow builds.
Penance: Group Healerwith friends21 / 0 / 021 points in Discipline and Penance at 30, with an updated order that avoids removed talents.
Talent Wand Specialization helps your wand damage while questing. No wand yet? Start with three points in Twin Disciplines, then take the two wand points.
Without Spirit Tap, you'll drink more often until Meditation. If you're healing, keep your heal ranks current too. Talents won't make up for missing training.
Shadow: PvP Controlcontested zones2 / 0 / 19Wand damage and Spirit, then Blackout, fear and a slow.
Blackout gives Shadow spells a chance to stun, and Improved Psychic Scream reduces your fear cooldown. This build gets Mind Flay at 24 without its upgrade. It still has a strong slow.
You delay some of the main build's damage and hit talents to get more CC. In PvP, use racial Hex of Weakness against someone receiving heals and keep Shadowguard up before you're attacked.
The Orc and Troll starting valley · the Den and the Burning Blade Coven
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Before you have a wand, pull with Smite and add Shadow Word: Pain from 4. If a mob has a sliver of health left, finish it with your mace to save mana. Collect the valley quests together before heading out.
You can use your starting Worn Mace without training. An early mace upgrade matters less than water and your first wand. Kzan Thornslash : vendor gray items and repair.
◈ Loot along the way
Save Linen Cloth from humanoids for Tailoring and boar meat for Cooking.
➶ Level faster
Rapid Regeneration restores 50% health over 6 seconds but doesn't restore mana. Use it between fights in a safe spot. Movement and damage interrupt the channel.
⚔︎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].
New in Forever
↩Head back: turn in 3 quests and pick up 4 new ones
The class quest in Razor Hill specifically requires Rank 2 of the heal. Put it on your bar; Rank 1 doesn't count.
Class
⚒︎
next - Orgrimmar
Save Linen Cloth for Tailoring and disenchanting the items you make. Train Tailoring with Magar and Enchanting with Godan in Orgrimmar (first visit).
You can equip your first Lesser Magic Wand at 5. If an enchanter friend can help, ask them to make it ahead of time. Until you reach the capital yourself, keep your starting mace Worn Mace.
ProfessionsNew in Forever
⚔︎Questing loop: “Vile Familiars” and “Thazz'ril's Pick”
◎
next - 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].
↩Head back: turn in 2 quests and pick up 1 new one
Centaurs walk in pairs - fight at the edge of the camp and don't run into the middle. According to RestedXP, Pal'juh isn't always there: if she's missing, don't wait.
Shipwrecks, tigers, Zalazane and the Razormane Grounds
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Head south along the coast for wreckage, eggs and the Echo Isles. Turn in at Sen'jin, then return through the Razormane camps. At 10, your trainer gives you a delivery to Orgrimmar.
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
Save cloth from the Trolls. Don't replace your cloth robe with a leather or mail reward. Priests can't wear them.
➶ Level faster
Zalazane has guards around him. Pull mobs from the edge one at a time. Before fighting him, restore mana, shield yourself and use Berserking for faster casts.
⚔︎Questing loop: “From The Wreckage....”, “Break a Few Eggs”, “Practical Prey” and 5 more
◎
after travel
The shipwreck shore east of Razor Hill : Gnomish Toolboxes in the wreckage - 3 of them, From The Wreckage....[8].
The Echo Isles , swim over from the shore: 8 Hexed Trolls and 8 Voodoo Trolls - Zalazane[10]; Zalazane in the middle - his head for 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 cursed pendants - use them, you need 3 Luminous Residue, A Pain in the Neck[8].
Zalazane stands surrounded by Trolls - pull them one at a time and kill him last. The pendants only drop while A Pain in the Neck[8] is in your log.
The Razormane Grounds west of Razor Hill : Prickly Pear Fruit - 8 of them, This Fruit Could Bite Back[6]; Razormane Quilboars and Scouts , Dustrunners and Battleguards farther north - 4 of each, Encroachment[10].
New in Forever
↩Head back: turn in 4 quests, pick up 1 new one and visit your trainer
Pick up Stormy Potential[11] before Thunder Ridge. Its tooltip shows the required creatures. Ordinary loot gathered earlier doesn't replace the quest drops.
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 cast lightning from range: pull them behind a rock so they have to come to you.
New in Forever
↩Head back: turn in 2 quests and pick up 1 new one
⚔︎Questing loop: “Stormy Potential”, “Dark Storms” and “Lost But Not Forgotten”
◎
➜≈ 350 yards southwest · ~55 s on foot
Thunder Ridge : collect 5 charged organs from Thunder Lizards in the south and Lightning Hide mobs in the north for Stormy Potential[11]. Fizzle Darkstorm on the ridge : get the claw for Dark Storms[12]. Dreadmaw Crocolisks in the nearby river : get the amulet for Lost But Not Forgotten[11].
The caster on the ridge is dangerous at 10-11. Start at full mana with a shield and pull him away from the lizards. Not every crocolisk drops the amulet for Lost But Not Forgotten[11].
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.
New in ForeverCareful
↩Head back: turn in 3 quests and pick up 1 new one
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
The flight path, the trainer at 12, new quests in the city and "Hidden Enemies"
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Learn your Troll class spell, train at 12, check professions, and get a wand on this city visit. The new Forever city quests give experience without hard fights. Pick them up before Skull Rock, then return for the turn-ins.
Don't forget in this section
Priest trainers are in the Valley of Spirits: Ur'kyo , X'yera and Zayus .
¤ Shopping and useful stuff
Godan : Enchanting. Kithas : materials and profession rods. Magar : Tailoring.
Hanashi : Staves for 10. Priests start with One-Handed Maces and Wands, but your starting equipment doesn't include a wand.
Hex of Weakness reduces melee attack power by 43 and healing received by 20%. If you skipped the delivery at 10, Ur'kyo offers the local quest Hex of Weakness[10]. It's an alternative route to the same ability, not an extra quest.
Vendor materials are limited and can be expensive. Compare the total cost with buying a finished wand. No wand and no gold? Keep using spells; there's a vendor fallback at 15 (step).
Professions
✦
➜≈ 400 yards northeast · ~1 min on foot
Hanashi in the Valley of Honor: train Staves for 10 if you plan to equip a quest staff. Troll Priests start with One-Handed Maces and Wands, without Staves or Daggers.
Your staff is a stat stick. Its spell power improves your spells, not wand damage.
⚔︎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 the Lieutenant's Insignia (Hidden Enemies[12]). Deep in the cave - Gazz'uz : he drops Eye of Burning Shadow, which starts !Burning Shadows[12].
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
RestedXP's route gives Flawed Power Stone a 30-minute duration. Go straight from the stone to the altar, without gathering detours or extra fights.
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].
Careful
lvl 12-14
The Barrens: the Crossroads and Ratchet
Razormane, early hunts and pirates
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Keep your hearthstone at the Crossroads until 20. Start with the eastern Razormane quests and Ratchet. Group your turn-ins and collect raptor heads along the way.
Don't forget in this section
Set your hearthstone at the Crossroads. The whole Barrens loop revolves around it.
You visit the pirate camp south of Ratchet twice: first for brigands and cannoneers (Southsea Freebooters[14]), then for crates (Stolen Booty[16]).
You can equip Greater Magic Wand at 13. Get it from Enchanting 70, the auction house or an enchanter friend. A short flight to Orgrimmar is enough.
◈ Loot along the way
Save beast meat for Cooking. Tari'qa sells recipes. Keep Razormane cloth for Tailoring.
⚔︎ PvP
The Barrens is Horde territory. On a PvP ruleset, Alliance players are flagged here, while you don't flag automatically. Raids on the Crossroads still happen.
➜
➜≈ 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].
↩Head back: turn in 3 quests and pick up 2 new ones
Regthar, the Forgotten Pools, the Witchwing harpies
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Head west and northwest of the Crossroads. Centaur bracers, pools, mushrooms and harpies fit into one loop. Then fly to your trainer for level 14-16 spells.
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
With Spirit Tap in your build, land the killing blow yourself to boost mana regeneration. Wand damage lets you wait for regeneration without spending more mana.
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
Meat delivery to Orgrimmar: training at 14-16
A delivery chain for Orcs and Trolls - earn XP on the round-trip flight.
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The meat delivery pays for part of your training visit. Fly to Orgrimmar, train and return. Have a group? Pick up the Ragefire Chasm quests while you're there.
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.
Level 13-18 dungeon in Orgrimmar · a staff and quest XP
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Run Ragefire Chasm with a group. No group? Skip this section and don't pick up its quests. A Priest with Shadow talents can heal it with up-to-date spells and enough water.
Agree that you're healing before the first pull. Since October 8, your shield no longer stops a Warrior tank from gaining rage from incoming hits. Use it for expected damage without spending all your mana on easy packs.
The reward is a caster staff. Train Staves with Hanashi in Orgrimmar.
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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The oases, northern harpies, mine and escort quest. The escort is easier with another player. Heal your ally if the target allows it, and restore mana before starting.
⚔︎Questing loop: “Echeyakee”, “Samophlange”, “Samophlange” and 3 more
◎
next - The Barrens
The north:
Echeyakee's lair - blow the horn and the beast appears: the hide for Echeyakee[16]. The Venture Co. control console : turn in ?Samophlange[14], accept !Samophlange[14] and close the three valves (Samophlange[14])
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.
Shadow Word: Pain is a substantial damage upgrade, and Dispel Magic removes magic from an ally or enemy. Short on gold? Prioritize the new rank of Pain.
Class
lvl 18-20
Toward level 20: the Dry Hills and the Grimtotem
Serena, the Stonetalon border, the Grimtotem Tauren
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Finish northern Barrens and the short branch on the Stonetalon border. Keep delivery quests for the next visits to Thunder Bluff and Sun Rock Retreat.
Don't forget in this section
Serena Bloodfeather is level 20 and calls harpies for help: clear the ones standing nearby first.
The Spirits of Stonetalon[17] from Orgrimmar is turned in on the Stonetalon border - don't forget it's in your log.
➶ Level faster
Still far from 20? Run Wailing Caverns with its quests or earn XP from mobs at your level. Section levels are estimates. Training requires the actual level.
Hearth to the Crossroads. At 20, fly to Orgrimmar for training and the racial quest for Shadowguard; continue with the 20-30 part.
lvl 18-22
Wailing Caverns (with a group)
Dungeon 17-24 · quests in Thunder Bluff, Ratchet and at the entrance
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Wailing Caverns is an optional group branch. Visit Thunder Bluff before the run for the flower and Fanglord quests. Those quests and the ones near the entrance reward a staff and wand.
Don't forget in this section
Apothecary Zamah[15] is a timed delivery. Pick it up just before flying. Don't leave it until your next session.
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
From 20, Fear Ward protects against one fear. Hex of Weakness reduces an enemy's healing received. Against a target with a healer, that matters more than a random extra hit.
⌂Turn in 1 quest, pick up 9 new ones and visit your trainer
Shadowguard lasts 10 minutes with three charges of retaliatory damage. Since October 15, Devouring Plague has a 24-second cooldown; it's expensive damage-based healing for a tough target. Fear Ward protects against one fear.
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 for 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 two people. Didn't work out? Abandon Chol'aruk the Ravener[21]: the quest doesn't unlock anything, and you won't get much stronger by the end of this section.
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.
Travel through Malaka'jin and Windshear Crag to Sun Rock Retreat. Unlock the flight path for your return at 27.
Don't forget in this section
Turn in Kaya's Alive[18] at Sun Rock Retreat. Bring a partner for the elite Besseleth. If you can't finish it now, return at 27 (step).
¤ Shopping and useful stuff
Buy your basic water supply before entering the mountains. Local goblin vendors' beta stock differs from the database, so don't rely on buying essentials from them.
⚔︎ PvP
Stonetalon is contested: on a PvP ruleset, you flag automatically. Both factions quest around Windshear Crag.
⚔︎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]).
Defend the goblin during the event. Heal him if the game lets you target him as an ally, and kill attackers quickly. Restore mana before starting; fear is dangerous near neighboring camps.
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.
If neither reward upgrades your cloth gear, choose the one that vendors for more. The follow-up Further Instructions[21] leads to Ratchet; skip it for now.
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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Extra XP without a dungeon, plus the Zoram'gar flight path. If you're leveling without a group, this branch helps replace the dungeon quests you skip.
Don't forget in this section
Be sure to get the Zoram'gar flight path: you'll need it for Blackfathom Deeps.
Did the Wailing Caverns? Then you already have the Thunder Bluff flight path: fly straight to Thunder Bluff (step).
lvl 22
Thunder Bluff: the trainer at 22
Magatha's chain and training before the Eastern Kingdoms
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Turn in deliveries, train level-22 spells and travel through Orgrimmar to Undercity. If the Wailing Caverns branch already unlocked your Thunder Bluff flight path, fly straight here.
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.
The main Shadow build gets Mind Flay at 22; use it to stop runners. Meditation and Penance don't have this talent, so finish runners with Mind Blast.
Class
➜
after travel
Tal: fly to Orgrimmar. The zeppelin tower by the gates has two zeppelins. Frezza sends you to Undercity - that's yours. Snurk Bucksquick sends you to Grom'gol (Stranglethorn Vale) - not that one.
Not sure? Talk to the zeppelin master: he'll tell you where his zeppelin goes.
lvl 22
Undercity
The Shadowfang quest, hearthstone and Dagger training
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The zeppelin drops you outside Undercity. Set your hearthstone here to return for training after Hillsbrad without running back through Silverpine.
Don't forget in this section
Only accept The Book of Ur[26] with a group for Shadowfang Keep. Skipping dungeons means less XP. Use optional branches and mobs at your level to make up the difference.
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 22-23
Silverpine
The Sepulcher, Ambermill, Beren's Peril and new Forever quests
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Early Silverpine quests are too low now. Unlock the Sepulcher flight path and make a loop through Ambermill, Beren's Peril and the refugees.
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].
Run Shadowfang Keep with a group. After the Sepulcher turn-in, fly to Undercity if you have a group for Ruins of Lordaeron (step). Otherwise, head straight to Hillsbrad (step) and train your level-24 spells at 26.
Drops from:Head of Arugal - Archmage Arugal, Arugal
Many enemies in the keep are undead. If trained, Shackle Undead temporarily takes one out of the fight. Agree on a target with the tank so damage doesn't break it.
The level 24 trainer comes after the Ruins (step): you'll definitely be 24 by then. No group for the Ruins? Don't fly: go from the Sepulcher straight to Hillsbrad (step).
DungeonNew in Forever
lvl 24-25
Ruins of Lordaeron
A new Forever dungeon right above Undercity
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Ruins of Lordaeron is a Forever dungeon above Undercity. Bring a group. The staff Gnarled Necromancer's Staff is especially useful for Priests. No group? Skip the dungeon and its city quests. Head from the Sepulcher to Hillsbrad (step).
Light's Justice[22] rewards the one-handed The Stitcher; the sword from The New Plague[22] is unusable for Priests. Choose cloth with Spirit, Intellect or spell power, and vendor unwanted rewards.
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
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Turn in your Thunder Bluff delivery in Tarren Mill, then clear Durnholde, the farms and three peaks. Keep your hearthstone in Undercity for the return trip.
Don't forget in this section
Return to Thunder Bluff[23] is turned in at Thunder Bluff. Keep it until your return to Kalimdor.
Save Wool Cloth from humanoids for Tailoring. Keep lion meat if you're leveling Cooking.
➶ Level faster
Against an enemy receiving heals, a Troll's Hex of Weakness reduces healing received by 20%. Remove harmful Mage effects with Dispel Magic if their dispel type is Magic.
⚔︎ PvP
Hillsbrad is dangerous on a PvP ruleset: both factions fight the same mobs. Keep shield and fear on easy-to-reach binds. When escaping, run toward Tarren Mill's guards, not Southshore.
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
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.
Check the auction house for Lesser Mystic Wand: level 26, 25.4 DPS. If Blackfathom Deeps is coming up, weigh the price against waiting for the quest reward Gravestone Scepter.
Class
➜
after travel
The zeppelin tower near Brill has two zeppelins. Zapetta sends you to Orgrimmar - that's yours. Hin Denburg sends you to Grom'gol (Stranglethorn Vale) - not that one.
Not sure? Talk to the zeppelin master: he'll tell you where his zeppelin goes.
lvl 26-27
Thunder Bluff and Stonetalon again
The Ashenvale Hunt, turn-ins in Thunder Bluff, Sun Rock Retreat, the Charred Vale
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Travel through Thunder Bluff back to Sun Rock Retreat. Clear the north and the lake first, then harpies and elementals. Turn in, then take Talondeep Path to Ashenvale.
Don't forget in this section
Cenarius' Legacy[25] unlocks Ordanus[29], whose target is on your Ashenvale route. Its turn-in is left for 30+.
Trouble in the Deeps[22] is a delivery to Zoram'gar. Take it even without a group. It unlocks a quest inside Blackfathom Deeps.
➶ Level faster
A Fire-damage wand won't work against fire elementals. Use Shadow spells and bring water for this stretch if your wand deals Fire damage.
Unlock Splintertree Post and set your hearthstone. Do the eastern loop, then Zoram'gar and the furbolgs. Hearth back from Zoram'gar, then fly for the turn-in.
For Je'neu of the Earthen Ring[27], take the cloth Soft Willow Cape. Missing the Zoram'gar flight path? Walk west along the road, avoiding Astranaar ; the Alliance guards will attack.
⚔︎Questing loop: “Between a Rock and a Thistlefur”, “Troll Charm” and “Freedom to Ruul”
Baron Aquanis[30] rewards Witch's Finger, an off-hand item for use with a one-handed weapon. Don't replace a good staff with a weak mace for it without comparing the combined stats.
Turn-ins and the trainer at 28 · a new Forever camp on Skywatcher Plateau
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In Thunder Bluff, turn in the mountain and forest quests, collect your Deeps wand and train level-28 spells. Then head to the new camp on Skywatcher Plateau and the Gloomrise spiders.
Don't forget in this section
The Broodmother[31] involves a level-31 elite and needs a group. Skip it without one. The camp's normal quests are available separately.
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”
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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Extra XP near Taurajo on the way to Thousand Needles. Run Razorfen Kraul with a group. Pick up A Vengeful Fate[34] in Thunder Bluff from 29 before the run.
Divine Spirit unlocks at 30. Keep it on yourself and the group. It improves Spirit-based mana regeneration, which helps a Priest more than a random armor purchase.
Not 30 yet? Cliffwatcher Longhorn and Hagar Lightninghoof offer the next quests in the zone. Reach the level through those or mobs at your level before training level-30 spells.
Hearth to Freewind Post. Next are the remaining Thousand Needles quests, the Shimmering Flats and Arathi. Turn in Ordanus[29] on your next Stonetalon visit; its follow-up The Den[29] is left for 30+.
Normal fight: Shadow Word: Pain, then wand (Shoot). Against a tough mob, open with Mind Blast and shield before taking hits. Front-load your spells: full Spirit-based regeneration resumes 5 seconds after your last mana spend. Wanding costs no mana. Before you have a wand, cast Smite from range and only finish weak mobs with your mace when it's safe.
From 10, Tai'jin offers Hex of Weakness[10]. Turn it in to Ur'kyo in Orgrimmar for Hex of Weakness: -43 melee attack power and -20% healing received for 2 minutes. The local quest Hex of Weakness[10] is an alternative way to learn the same spell. You don't complete both.
At 20, visit Ur'kyo for Shadowguard[20] and Shadowguard. The buff lasts 10 minutes and has three charges. Incoming spells, melee hits, and ranged hits trigger retaliatory Shadow damage, with a few seconds between triggers.
From 5, Lesser Magic Wand has 11.3 DPS and needs Enchanting 10 to craft. From 13, Greater Magic Wand has 17.5 DPS and needs skill 70. A friend can trade you a finished wand. The auction house works too.
Troll Priests start with One-Handed Maces and Wands. Train Staves with Hanashi in Orgrimmar and Daggers with Archibald in Undercity. Priests can't use swords, axes, two-handed maces or shields.
Stats and mana reserves
Compare wands by DPS. On other gear, look for spell power, Spirit and Intellect. Stamina helps you survive mistakes. Strength and Agility are usually of little use.
Spell power doesn't increase wand damage. Compare the total stats of a staff against a one-hander and off-hand item. You can't equip an off-hand item with a staff.
Try to get your own killing blows for Spirit Tap. Once you've learned Vampiric Embrace, a mob dying with its effect also triggers the talent. That makes the mana recovery easier to keep going in groups.
Psychic Scream is an escape tool for a clear area. In a crowded camp, shield and heal first. Fear may pull even more mobs.
⚒︎
Professions and shopping
Your own wand, cloth, water and camping bonuses
The main pairing is Enchanting + Tailoring: your own wand and cloth items to disenchant. If a friend makes your wands, two gathering professions can earn you gold instead. Don't use a free gathering manual to fill a profession slot if you plan to learn two crafting professions.
Training and supplies
Orgrimmar: Godan for Enchanting, Kithas for supplies, and Magar for Tailoring.
First Aid: Rawrk in Razor Hill or Arnok in Orgrimmar. Bandages heal without spending mana while an enemy is feared.
The Tailoring camp flag gives Spirit. At 30, it doesn't stack with Divine Spirit. Use the stronger effect.
☠︎
Dungeons and group healing
What to pick up beforehand
Run dungeons with a group. No group? Don't take their quests. Priests can heal low-level dungeons with any of the four builds. Keep heals and shields up to date, carry water and tell the tank when you need a drinking break.
How to heal
Use Renew for light, steady damage, Heal from 16 for normal healing and Flash Heal from 20 for emergencies. The expensive fast heal should not replace every regular heal.
Since the October 8 fix, shielding a Warrior tank no longer reduces rage from incoming hits. Use it to prevent dangerous damage. Pulled healing aggro? Use Fade and move toward the tank.
Cure Disease removes disease and Dispel Magic removes magic. Before an undead dungeon, consider training Shackle Undead. Agree which target the group should leave alone.
Berserking: +10% attack and casting speed for 15 seconds, with a 3-minute cooldown. Useful for a string of casts or emergency healing.
Rapid Regeneration: restores 50% health over 6 seconds, with a 3-minute cooldown. Movement, actions and damage interrupt the channel. It restores no mana.
Regeneration: since October 15, health regeneration is 20% faster and 20% of normal regeneration continues in combat.
Beast Slaying: +5% damage against beasts. Trolls have no axe skill bonus, and Priests can't use axes.
Since October 15, Devouring Plague has a 24-second cooldown and Vampiric Embrace a 30-second cooldown. DoTs and healing-over-time effects can crit.
The builds account for the October 15 talent moves. Improved Power Word: Shield is now in the third row. Removed talents are excluded from the point order.
Wands gain no damage from spell power. Since October 15, you must stand still briefly before firing, like a Hunter's Auto Shot.
PvP rules
On Normal rulesets, PvP is optional. On PvP rulesets, you flag automatically in contested or enemy territory.
Contested zones on this route are Stonetalon, Hillsbrad, Ashenvale and Thousand Needles. Don't use Rapid Regeneration while taking hits during an escape. The channel immediately breaks.
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