A step-by-step 1–30 route for an Undead mage in WoW Forever: where to go at every level, what to grab right away so you never run back, where to learn spells and teleports, and why mages level as Frost on the beta. Plus the class quests, conjuring your own food and water, dungeon quests picked up in advance and the professions that give a mage spell power and a wand.
!Accept quest?Turn in quest◎Complete➜Travel✦Class trainer⚒︎Professions☠︎Dungeon⌂Hearthstone¤Purchase★Tip⌖Clicking coordinates copies a /way command for TomTom, Shift+click copies the built-in /mappin pin (no addons)
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Addons
What to install from CurseForge for Forever: the useful and the fun
Maps inside dungeons:Dungeon Crawler Forever shows floors, passages, bosses and quests. Open it with /dm. Its data changes with the beta: double-check quest requirements in game. More conveniences, screenshots and highlight commands - in the useful addons guide.
How to install. In the CurseForge app, add the game with the “+” button and point it to your Forever client folder - a Forever tab appears. Manually on the beta: the _classic_beta_\Interface\AddOns folder. Addons for regular Classic won't work - you need a file marked Forever (1.60.1). ★ - our pick.
Already in the game - no addon needed: coordinates on the map and minimap (turn them on in the settings), quest objectives on the map (the “Enhanced” template at first login, or the quest objectives option), a damage meter, a swing timer, the Cooldown Manager, one combined bag, an equipment manager and a modern auction house. Not in the game: a threat meter, markers for quests you haven't picked up yet, and a /way command.
Quests and map
★ Questie - who gives quests and where the objectives are, on the map and minimap. It still lacks some of the new Forever quests.
★ TomTom - an arrow to a point. The coordinates on this site copy as a /way command for it.
★ Leatrix Maps - reveals unexplored parts of the map, shows dungeon entrances, and the map can be enlarged.
Forever Quest Tint - tints the text of new Forever quests, so you see at a glance what's new.
Conveniences
★ Leatrix Plus - auto quest turn-in, junk selling, repairs, fast loot and dozens of small things. There's a separate version for Forever.
★ Baganator - proper bags and bank: the built-in combined bag can't be moved. A similar one - Bagnon.
★ Auctionator - posts auctions quickly, remembers prices and shows them in tooltips.
★ Platynator - draws neat bars above mobs and marks the ones you need for a quest. Very handy while leveling.
Professions
★ GatherLite - herbs, ore and fish on the map: it already ships with more than 26 thousand points made for Forever.
GatherMate2 - the same, but it only remembers points as you gather them yourself.
For fun: voiceover and dialogue
★ Spoken - English voiceover for quests, books and zones. On the Forever forums it gets the most praise: “like an audiobook”. More in the addons guide.
★ Immersion - movie-style NPC dialogue instead of the usual quest window.
Optional
Details! or ThreatClassic2 - threat in dungeons: the built-in damage meter doesn't show it.
Easy Experience Bar - experience per hour and how much is left to the next level.
Dungeon Journal - dungeon quests and loot: Forever has no dungeon journal of its own.
WeakAuras has no Forever version; use the fork ForeverAuras instead (it can do what the built-in Cooldown Manager sees).
For mail, instead of Postal try Forever Mail: recipient picker, mail history and attachment lists. More in the general addons guide.
Zygor and ElvUI aren't installed through CurseForge.
Combat “helpers” that do calculations are banned in Forever, as in the modern game: addons may display, but not calculate.
For mages
Mage Portal Dock - Forever - a bar for teleports (from 20) and portals (from 40): it finds the ones you've learned, casts them in one click, keeps track of your runes (Rune of Teleportation) and lights up when they run out. Command: /mpd. Made for Forever (file 1.60.1 from September 27), not many downloads yet - optional.
Procs (Fingers of Frost, Clearcasting, Missile Barrage) are shown by the built-in Cooldown Manager. Want them bigger and with sound? Use ForeverAuras from the “Don't look” card.
AoE in dungeons? Install a threat meter from the “Optional” card: the built-in damage meter doesn't show threat, and a mage with Blizzard is the first to pull a pack off the tank.
✦
Leveling talents
Builds for 10–30: which one to pick and in what order to spend points
Your first talent point comes at level 10, then one per level. Not sure what to pick? Go “Frost: Ice Lance”: every beta guide (Icy Veins, Mobalytics, Method, wow.gg, Zockify) levels a mage as Frost. Until 20 the builds play almost the same: Frostbolt and your wand do the work in all of them. The big moment is 20: the 11th point in a tree unlocks a new button - Ice Lance, Arcane Blast or Pyroblast. The next “big” talents come at 25 and 30. You can reset your talents at a mage trainer in a capital: Anastasia Hartwell in Undercity, Deino in Orgrimmar, Ursyn Ghull in Thunder Bluff. Hover a talent for its Wowhead tooltip; the button at the bottom opens the build in the Wowhead calculator with the same order.
Frost: Ice Lancemain0 / 0 / 21Quest one mob at a time: Frostbolt slows, Frost Nova holds, and Ice Lance hits a frozen target several times harder. Icy Veins, Mobalytics, Method and wow.gg use almost the same set.
Pros:Improved Frostbolt 5/5 at 10–14 - Frostbolt casts half a second faster: more damage and fewer hits on you. Frostbite 3/3 at 15–17 - any chill effect sometimes freezes the target for 5 seconds on its own.
At 20 - Ice Lance: instant, no cooldown, +200% against frozen targets since the October 15 patch. The combo: the mob runs up - Frost Nova, step back a couple of yards and hit it with Ice Lance while the freeze holds. At 25–27 - Shatter: +50% crit chance against frozen targets, so Ice Lance almost always crits. At 30 - Fingers of Frost: chill effects sometimes give you a charge, and your next spell hits as if the target were frozen.
Frost Channeling 3/3 at 21–23 - Frost spells cost 15% less: mana is the number one complaint of mages on the beta. If you rarely drink, put those 3 points into Piercing Ice instead (+6% Frost damage).
Cons: until 20 it's just a faster Frostbolt. You handle packs of mobs worse than with the “Frost: Blizzard AoE” build.
Frost: Blizzard AoEif you pull in packs0 / 0 / 21You gather two or three melee mobs and keep them in Blizzard. Based on the classic mage AoE leveling and Zockify's AoE build, adjusted for the Forever nerfs.
Good in dungeons too: Blizzard on the pack the tank is holding, and Frost Channeling lowers your threat by 30%.
Cons: Forever deliberately nerfed mage AoE to stop farming: Blizzard's slow is capped at 40% (it was 65%), Cone of Cold - 40% for 6 seconds. This build doesn't take Ice Lance, so you kill single mobs more slowly. It skips Frostbite on purpose: a random freeze breaks up your AoE pack.
Pros:Improved Fire Blast - Fire Blast every 6 seconds, with 15 yards more range; the old bonus after a kill is gone. Ignite - your Fire crits also set the target burning. At 20 - Pyroblast: you open every fight from range. At 25 - the Heating Up talent: crits speed up your next Pyroblast. At 26–28 - Master of Elements: crits refund 30% of the mana cost. At 30 - Blast Wave: damage around you and a slow.
Cons: heavy on mana - testers complain that it's “11 Fireballs and I'm empty”, and Fireball's base damage in Forever was cut by 20–33%. Your only slows are Frostbolt and Cone of Cold: solo it's riskier than Frost.
Fire elementals barely take Fire damage - use Frost against them: Frostbolt.
Arcane: Arcane Blast and Wandif you hate drinking21 / 0 / 0A stronger wand, free spells and mana regen while casting. Since October 15, Missile Barrage is available from the first row, and Arcane Blast comes at 20.
Pros:Wand Specialization 2/2 at 10–11 - your wand hits 25% harder, and at 10–20 it does most of your damage. Arcane Concentration - a 10% chance for Clearcasting: your next spell is free.
Cons: no freezes - mobs reach you more often. No early quest on this route gives a wand: without an enchanter this tree comes alive late. The beta forums argue about it: some call the tree “two buttons”, others praise it for dungeons.
All the quests are within five minutes' walk. Step out of the crypt, take everything and do it in loops - about 40 minutes. Fighting at the first levels: Fireball from range, a second one while the mob runs at you, then finish it with your staff. Keep Frost Armor on yourself: a mob that hits you gets slowed.
The reward for Marla's Last Wish[5] is a book of your choice: any gathering profession. A mage only needs it if you take gathering for gold instead of Tailoring. If you tailor and enchant, as this guide recommends, the book is no use to you.
Meven Korgal (the Scarlet courier) - leave him alone until you have The Red Messenger[5], or you'll have to wait for him to respawn.
After The Red Messenger[5] the Executor gives you the new quest The Adventurer[6] - it leads to the camp near Brill and unlocks the camping system.
◈ Loot along the way
Don't sell the Linen Cloth from the Scarlet Crusade: if you take Tailoring (the tip is in the “Professions” section), it's the material for your first gear; if not, it goes into bandages.
➶ Level faster
You have no water of your own until level 4. Cannibalize on a humanoid or undead corpse restores up to 35% of your health and mana over 10 seconds, once every 2 minutes: the zombies and the Scarlet Crusade around the village will do - less sitting around.
Sell your gray items to a vendor - you'll need the money for spells and a wand. Don't buy water: from level 4 you make your own.
Class
⚒︎
➜≈ 80 yards east · ~10 s on foot
Professions: Tailoring and Enchanting suit a mage - Tailoring is taught in Brill (step), Enchanting in Undercity (step). The junior trainers here only teach gathering: Margaret Weaver - Skinning, Walter Mason - Mining, Florence Nightshade - Herbalism, 10 each.
Only take a gathering profession if an enchanter friend will make your wand (the “Professions” section explains why).
ProfessionsNew in Forever
⚔︎Questing loop: “Scavenging Deathknell”, “Night Web's Hollow” and “A Light in the Darkness”
Night Web's Hollow to the northwest: 10 Young Night Web Spiders at the entrance and 8 Night Web Spiders in the cave - Night Web's Hollow[4]. While there, free 6 Webbed Victims from their cocoons - A Light in the Darkness[4].
New in Forever
★
The fastest way back is a “death run”: die and resurrect at the spirit healer - the graveyard is right by the village. It's free until level 10, and every speed guide does it.
↩Head back: turn in 3 quests and pick up 1 new one
The follow-up, a duel with him (A Rogue's Deal[5]), is optional.
lvl 6–10
Brill and western Tirisfal
The zone's main town · a mage trainer and almost ten new Forever quests
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Brill is your base until level 12. The idea is simple: take everything you can in town, loop out west or north and come back to turn it all in at once. Mage trainer Cain Firesong is upstairs in the inn.
Don't forget in this section
Do The Great Outdoors[6] and Camping 101: Cooking[6] right away: in Forever, food with the “Well Fed” effect also gives +5% experience, so you want Cooking from the very start.
Sticks and Bones[7] gives a free 6-slot bag - no need to buy the pouch from the vendor.
Accept Hides for the Forsaken[11]before you start fighting the darkhounds, duskbats and murlocs: the quest hides only drop while the quest is in your log.
Cloth goes into Tailoring or bandages; sell the extra at the Undercity auction house.
➶ Level faster
Until level 10 death is almost free: there's no Resurrection Sickness, only durability loss, and repairs at these levels cost a few coppers. Coming back from the graveyard is faster than walking - don't be afraid to die.
In Forever, cooked food with the “Well Fed” effect gives +5% experience from kills for 15 minutes - the buff appears if you eat for 10 seconds without standing up. According to Icy Veins, conjured food doesn't give it, so a mage still needs Cooking.
⌂Turn in 5 quests, pick up 11 new ones and visit your trainer
Gordo on the road again - take the report for Patience[6].
Drops from:Putrid Claw - Rotting Dead, Ravaged Corpse · Darkhound Blood - Decrepit Darkhound, Cursed Darkhound, Ravenous Darkhound and others · Duskbat Wing Membrane - Greater Duskbat, Vampiric Duskbat · Darkhound Hide - Decrepit Darkhound, Cursed Darkhound · Vile Fin Murloc Skin - Vile Fin Minor Oracle, Vile Fin Muckdweller
How to do this quest - Sticks and Bones
The branches are barely visible: thin sticks by groups of trees that blend into the grass. Move your mouse around - over the right one the cursor turns into a gear.
Three branches lie by the grove and respawn in about 30 seconds - you can just stand there.
Drops from:Embalming Ichor - Rot Hide Gnoll, Rot Hide Mongrel, Rot Hide Graverobber · Darkhound Hide - Decrepit Darkhound, Cursed Darkhound · Vile Fin Murloc Skin - Vile Fin Minor Oracle, Vile Fin Muckdweller
First clear the gnolls around the hut one by one. Go at him with full mana: Frostbolt from max range, another one while he runs at you; once he's on you - Fire Blast, and finish him. A second gnoll joins in - Polymorph.
Careful
◎
➜≈ 450 yards east · ~1 min on foot
North coast : 5 Vile Fin Scales - A New Plague[9]; murloc skins (from Oracles and Muckdwellers, not Puddlejumpers) - Hides for the Forsaken[11].
Drops from:Vile Fin Scale - Vile Fin Puddlejumper, Vile Fin Minor Oracle, Vile Fin Muckdweller and others · Duskbat Wing Membrane - Greater Duskbat, Vampiric Duskbat · Darkhound Hide - Decrepit Darkhound, Cursed Darkhound · Vile Fin Murloc Skin - Vile Fin Minor Oracle, Vile Fin Muckdweller
Murlocs call their friends - pull them one at a time from max range. A second one comes running - sheep it.
↩Head back: turn in 5 quests and pick up 5 new ones
Talents open at level 10 (at 9 with the “Talented” Legacy perk). What to take - see the “Leveling talents” section. Frost Nova changes how you fight: the mob runs up - freeze it, step back 10 yards and keep hitting.
Class
lvl 10
Undercity: first visit
The mage class quest, a wand and your hearthstone
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Undercity is a stone's throw from Brill. Here you get the mage class quest: Anastasia Hartwell in the Magic Quarter; Enchanting - Lavinia Crowe ; the auction house - if you don't have a wand yet.
A wand (Shoot) costs no mana and doesn't stop your mana regeneration. The fight goes like this: Frostbolt from range, a second one while the mob runs at you, then wand it to death. Every extra spell means 5 seconds without mana regeneration and an extra sip of water.
⚔︎ PvP
At launch Warsong Gulch opens from level 10 (10 vs 10, bracket 10–19): queue with Kurden Bloodclaw . On the beta only the new battleground from 30 works so far.
⚔︎Questing loop: “At War With The Scarlet Crusade” and “Proof of Demise”
Wand: Lesser Magic Wand (11 DPS, level 5) - at the auction house or from an enchanter friend. If you take Enchanting, you can make it yourself at skill 10 (step).
Vendors (according to the game files) only sell wands from level 15: Zane Bradford , at 14–15.
The Balnir Farmstead[10]: Balnir Snapdragons grows at Balnir Farmstead by the house (6 bushes) - pick them while you kill the horrors and spirits there.
Slow Fall uses a reagent, Light Feather, and the Forever database has no feather vendor yet: you can put it off.
Class
★
Behind on levels (11 or lower)? Head northwest - Bandarion Keep. Otherwise, on to Silverpine: through the Undercity pipe to the road .
lvl 11–12
Bandarion Keep (optional)
A new Forever area in northwestern Tirisfal
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A brand-new piece of Tirisfal: a keep, Shadowvale and a crypt with an elite monster. The experience per minute is lower than on the main route, so come here if you're short of level 12 - or just for the story.
Don't forget in this section
You took Bandarion Keep[13] at the guard post - the keep doesn't start without it.
Take only what's near the Sepulcher, then hearth to Undercity. Leave the far quests (Ambermill, Fenris Isle) for 20+. New in Forever: Prove Your Worth[10] is offered from level 12, and Wild Hearts[11] needs only 3 hearts.
Don't forget in this section
Don't sell the Discolored Worg Hearts - they're for Wild Hearts[11]. It's a normal item, so you can collect them in advance.
The Ruins of Lordaeron quest at the Sepulcher (A Frightened Request[22]) is only offered from level 15 - you'll take it when you come back here at 20+.
Don't sit down to drink after every mob: start a fight at 70–80% mana, and the rest regenerates while you walk to the next one. Conjured items disappear if you log out for more than 15 minutes - conjure as you go rather than stocking up right before you log out.
From level 11 death brings Resurrection Sickness, but a short one: (level − 10) minutes and −25% durability. If all that's left is turning in quests at the Sepulcher, dying still pays off: the sickness doesn't stop you from turning in quests.
⚔︎Questing loop: “Wild Hearts”
◎
On the road north to Malden's Orchard, kill worgs and keep the Discolored Worg Hearts - Wild Hearts[11].
Back to the Sepulcher with another death run. From level 11 resurrecting at the spirit healer gives “Resurrection Sickness” for a couple of minutes and −25% durability - it wears off while you turn in quests.
Dalaran mages keep casting Frost spells even while Frost Nova holds them - kill them first; the protector summons snakes - sheep him. It's easy to pull two - pull from the edge.
Careful
↩Head back: turn in 6 quests and pick up 3 new ones
Class quests, level 14 spells, a vendor wand, the zeppelin
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Turn in everything you've collected along with the class quest, learn your level 14 spells and, if you have a group, pick up the Ragefire Chasm quest. Then take the zeppelin to Orgrimmar.
Magic Quarter, Hannah Akeley - the reagent vendor: Rune of Teleportation (in the game files) - runes for teleports, you'll need them from 20, ≈ 10 each.
The zeppelin to Orgrimmar takes a couple of minutes - conjure food and water for the whole next leg during the flight, so you don't have to stand around on the ground for it.
⌂Turn in 5 quests, pick up 3 new ones and visit your trainer
Better First Aid - Mary Edras : Heavy Linen Bandages (skill 40) and Journeyman (50). Wand under 13 DPS? Zane Bradford : Smoldering Wand (according to the game files).
Rift Spawn - invisible creatures at (four spots close together): read the scroll and the creature appears; hit it 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.
Class
↩Head back: turn in 3 quests and pick up 1 new one
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. Wait on the side of the platform where that master stands - a zeppelin arrives every couple of minutes.
lvl 15–16
Orgrimmar and Ragefire Chasm
Mage trainers, the portal trainer and your first dungeon
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Orgrimmar is on your way to the Barrens. If you have a group of three to five, now's the perfect time for Ragefire Chasm (13–18): you already have its quest from Undercity, and the chain rewards the best staff until level 20.
Don't forget in this section
The insignia for Hidden Enemies[12] drops from the Burning Blade at Skull Rock - right next to the zeppelin tower.
The mage trainers are in the Valley of Spirits: Deino , Pephredo , Enyo and Uthel'nay . Thuul is there too - at 20 he teaches the teleport to Orgrimmar.
¤ Shopping and useful stuff
Katis : the same wands as in Undercity (according to the game files) - Smoldering Wand≈ 33 (from 15) and Gloom Wand≈ 39 (from 16).
Drops from:Spells of Shadow - Searing Blade Cultist, Searing Blade Warlock · Incantations from the Nether - Searing Blade Cultist, Searing Blade Warlock
For a mage: 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. Conjure water for everyone before you go in.
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.
No group? Skip the Ragefire Chasm steps, and if you took The Power to Destroy...[16] anyway, abandon it - otherwise it'll sit in your log until 22 (step).
✦
➜≈ 350 yards southwest · ~50 s on foot
Level 16 - Valley of Spirits, Deino : Arcane Missiles (rank 2) and Flamestrike, 15 each. As Frost you can put both off: Flamestrike is for groups, Arcane Missiles is for Arcane. Not 16 yet? You'll learn them at 20 when you come back here (step).
Plainstrider and beast meat goes into Cooking; Tari'qa at the Crossroads sells the recipes. Wool from the centaurs and the Razormane - for Tailoring or Wool Bandages.
⚔︎ 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, then play the hero.
Jumped by a rogue or a warrior? Frost Nova and run 10 yards away, then Frostbolt: once slowed, they usually can't catch you. You won't have Blink until 20, so it's better not to let them into melee range in the first place. Always keep Frost Armor on yourself.
Barak Kodobane hits hard - 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 7 quests and pick up 5 new ones
The northern Barrens, Ratchet and south to Camp Taurajo. There's no mage trainer in the Barrens: you'll learn your level 18 spells together with the level 20 ones in Orgrimmar (step).
Ratchet is traditionally neutral: its guards attack whoever starts the fight. An Alliance player at the flight master? Don't attack first - let him start.
⚔︎Questing loop: “Harpy Raiders”, “Prowlers of the Barrens”, “Samophlange” and 3 more
◎
➜≈ 1500 yards northwest · ~3.5 min on foot
Northwest, the Dry Hills : Witchwing harpies - talons for Harpy Raiders[15]. Savannah Prowlers on the way - claws for Prowlers of the Barrens[15].
Drops from:Witchwing Talon - Witchwing Harpy, Witchwing Roguefeather, Witchwing Slayer and others
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.
From 20 you have Blink - on the road, use it on cooldown while your mana is nearly full: the run gets noticeably shorter. And Teleport: Orgrimmar is a second hearthstone: keep your hearthstone at the camp where you turn in quests, and teleport to Orgrimmar for the trainer.
Runes for the teleport (Rune of Teleportation), according to the game files, are sold by the reagent vendors: Hagrus or Horthus . The talent at 20 is the 11th point in a tree: Ice Lance, Arcane Blast or Pyroblast. What can wait - see the “Mage” section. Wand under 17 DPS? Katis : Dusk Wand≈ 58 (according to the game files).
Class
★
Don't rush to the Eastern Kingdoms: there are plenty more quests in the Barrens and Stonetalon until level 22. Next up - route 20–30: the southern Barrens and Chol'aruk.
lvl 18–22
Wailing Caverns (with a group)
Dungeon 17–24 · collect the quests and go with a group
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If you run with a group, the Wailing Caverns complete six quests at once and give you Crescent Staff and the wand Sizzle Stick. Collect the quests first (some of them are in Thunder Bluff), then go in with your group. No group - don't take these quests.
Don't forget in this section
Apothecary Zamah[15] is timed: take it only when you're ready to fly straight to Camp Taurajo and run to Thunder Bluff.
Smart Drinks[18] in Ratchet is only offered after Raptor Horns[18] - turn that one in beforehand.
The cave quests come from Thunder Bluff, Ratchet and the hill above the entrance: collect them before the group forms.
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.
Only the portal trainer in Orgrimmar itself teaches the teleport to Orgrimmar (Teleport: Orgrimmar); the one in Thunder Bluff only teaches the teleport to Thunder Bluff, from level 30.
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
For a mage: Druids of the Fang are humanoids, they heal themselves and cast Sleep - polymorph them; Will of the Forsaken breaks the sleep. 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 · 14 sections. They open when you get there.
lvl 20–21
The Barrens: the south and Chol'aruk
Don't rush to the Eastern Kingdoms - there are many quests of your level left here
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Until level 22, finish clearing Kalimdor: there are still plenty of quests for your level here. Keep your hearthstone at the Crossroads: the trainer at 22 is in Thunder Bluff, on your way (step), and you get to Orgrimmar and the zeppelin by teleport (Teleport: Orgrimmar, step).
Don't forget in this section
Chol'aruk the Ravener[21] - the elite Chol'aruk (level 20) with elite guards: better with two. According to beta data, this quest gives triple experience (whether it was cut along with the dungeon bonus is still unknown).
Heads, tusks and adornments only drop while you have the quests - take everything at the Crossroads and Taurajo before you go hunting.
➶ Level faster
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.
Rank 3 water (Conjure Water, from 20) restores almost twice as much mana as the old one: conjure a stack of the new water and give away or throw out the old - with it you sit noticeably longer.
⚔︎ PvP
Chol'aruk is a target for the Alliance too: they have their own version of this quest. Someone hanging around his camp isn't necessarily on your side. On PvP realms in the Barrens it's the Alliance player who gets flagged, not you.
Drops from:Bristleback Quilboar Tusk - Bristleback Hunter, Bristleback Water Seeker, Bristleback Thornweaver and others
Geomancers keep casting even while Frost Nova holds them - kill them first. The rare elite Swinegart Spearhide fears everyone around him - go around him.
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.
⚔︎Questing loop: “Chol'aruk the Ravener” and “Ishamuhale”
◎
➜≈ 600 yards northeast · ~1.5 min on foot
Northeast of the Crossroads: Chol'aruk with elite guards - the 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 is for Ishamuhale[19].
Drops from:Chol'aruk's Head - Chol'aruk
Chol'aruk is a level 20 elite. Tough solo: bring a friend or come back for him at 22 (step). With two of you, your job is the guards: sheep one, freeze the rest (Frost Nova).
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.
Chol'aruk is too much for you for now - don't abandon the quest: you'll come back for him at 22 (step).
New in Forever
lvl 21–22
Stonetalon
Malaka'jin, Windshear Crag, Sun Rock Retreat
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Clear Stonetalon and get the flight path at Sun Rock Retreat - you'll need it at 27.
Don't forget in this section
The Elder Crone[18] starts a chain that takes you to Tarren Mill and back. It only works in this order - be sure to take it.
¤ Shopping and useful stuff
Jeeda at Sun Rock Retreat: Rune of Teleportation≈ 10 - if you're running out of runes (according to the Questie database).
⚔︎ PvP
Stonetalon is the first contested zone on the route: on PvP realms your flag turns on here by itself. The Alliance from Stonetalon Peak quests at Windshear Crag - on the same goblins as you.
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 he works, goblins attack in waves of two or three: sheep one, Frost Nova the rest right next to him and Frostbolt them after a step back.
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.
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.
Ratchet, Taurajo, the trainer at 22 and the teleport to Orgrimmar
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Turn-ins in Ratchet and Taurajo, then Thunder Bluff: the mage trainers stand on Spirit Rise, so there's no need to fly to Orgrimmar for your level 22 spells. After that - the teleport to Orgrimmar and the zeppelin to Undercity.
“Frost: Ice Lance”: at 21–23 the build takes Frost Channeling: Frost spells cost 15% less, so you drink noticeably less. “Frost: Blizzard AoE”: at 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 - the points just add up.
⚔︎ PvP
From 20 you have Blink: a rogue stuns you - Blink, the stun breaks, then Frost Nova right away and back off. Blink doesn't remove slows: against a warrior, Frost Nova first, then step back.
⌂Turn in 9 quests, pick up 5 new ones and visit your trainer
Chol'aruk the Ravener[21] still in your log? You're at the Crossroads after your hearthstone: Chol'aruk is a couple of minutes northeast, and you turn in the head where you took the quest - Gur'ak . Then fly to Ratchet.
Short on money? Put off Scorch, and in the solo Frost build Arcane Explosion too: it's for dungeons and the “Frost: Blizzard AoE” build.
Class
➜
after travel
Teleport to Orgrimmar (Teleport: Orgrimmar) - 10 seconds instead of a long flight. The zeppelin tower near Orgrimmar 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. While you wait, conjure food and water for the next leg.
lvl 22–23
Back in Undercity
The teleport to Undercity, the class quest and the quests for the Ruins of Lordaeron and Shadowfang Keep
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Home. Collect the quests for both dungeons right away - they're both on your way. The Ruins of Lordaeron are done in a group of five: no group - don't take The Wrath of Rath'mael[22], Light's Justice[22], The New Plague[22] and A Frightened Request[22], or they'll just sit in your log. In the Magic Quarter - the teleport to Undercity and the next class quest.
Don't forget in this section
Gathering Materials[15]: you need 10 Linen Cloth - from the bank if you saved them, or from the auction house. And 6 Dalaran Mana Gem - they drop from the Dalaran mages near Ambermill, where the route goes at 23.
Bank - Mortimer Montague : the linen for the class quest is there, if you put it away at 15.
➶ Level faster
Learn the teleport to Undercity (Teleport: Undercity) right away: the city is then 10 seconds away from anywhere. So keep your hearthstone at the camp where you turn in quests (from here on that's the Sepulcher and Tarren Mill), and teleport to the city.
⌂Turn in 1 quest, pick up 5 new ones and visit your trainer
Didn't do Investigate the Alchemist Shop[16] at 15 (step)? Take it from her now: you'll find Rift Spawn right in Undercity (how). Turn in the coffers to her, and only then take Gathering Materials[15]. Didn't learn your level 22 spells in Thunder Bluff? The mage trainers are right here, next to her. The linen for the quest is in the bank (Mortimer Montague ) or at the auction house.
Class
➜
➜≈ 300 yards southwest · ~45 s on foot
Michael Garrett : fly to the Sepulcher. This time set your hearthstone there (step) - you'll get back to Undercity by teleport.
lvl 23–24
Silverpine Forest: the rest
Ambermill, Beren's Peril and new Forever quests
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Level 20–22 quests around the Sepulcher. Skip the old low-level ones (Fenris Isle, Rot Hide) - they give little experience now.
Drops from:Dalaran Pendant - Dalaran Protector, Dalaran Mage, Dalaran Conjuror · 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. The Dalaran Spellscribe (rare, level 21) freezes you and calls for help; protectors summon snakes - sheep them. The mages are human: Cannibalize after the fight. Fewer than 6 gems? Kill a couple more mages right here.
New in ForeverCarefulClass
◎
➜≈ 750 yards west · ~2 min on foot
Pyrewood Village : 5 Haggard Refugees and 5 Sickly Refugees - Stop the Spread[20].
New in Forever
↩Head back: turn in 4 quests and pick up 1 new one
Teleport to Undercity (Teleport: Undercity). Don't use your hearthstone - after the Ruins it'll take you back to the Sepulcher.
lvl 24
Ruins of Lordaeron
A new Forever dungeon right above Undercity
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A group of five, six bosses in any order. The quests are level 21–22, and according to beta data dungeon quests in Forever give about 2–2.5 times more experience than normal ones - one of the most rewarding stops at 20–30. The best staff on the route for a mage is here too. No group - all you need here is the class quest and the trainer in town.
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
According to beta data, the Alliance also has quests in the Ruins of Lordaeron - their groups run all the way across Tirisfal to the gates of Undercity. This is your land and the guards are nearby: on PvP realms it's them who get flagged, not you.
☠︎
Ruins of Lordaeron, group (5 players):
the entrance is in the ruins of the capital, on your left as soon as you enter Lordaeron
Drops from:Intact Limbs - Skeleton, Cadaver, Ragged Ghoul and others
For a mage: there are lots of skeletons and zombies here, and Polymorph doesn't work on undead. 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 9 quests, pick up 3 new ones and visit your trainer
Also learn Frost Blast here from 24: a 1.5-second cast and a 40% slow help you get your distance back. Counterspell interrupts a spell and locks its whole school for 10 seconds: use it on mob healers and casters first.
By our estimate, the three Shadowfang Keep quests give about 20 thousand experience in Forever - more than half a level. No group? Skip the keep, do Ambermill and come back here after Hillsbrad (step).
Drops from:Head of Arugal - Archmage Arugal, Arugal
For a mage: worgs attack in packs - AoE 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).
Tarren Mill is the Horde base in Hillsbrad: Durnholde, the fields and a new Forever quest. Don't go into Southshore (Alliance) - it has guards.
Don't forget in this section
Elixir of Pain[24] gives the Hot Lion Chops recipe - it needs Cooking 125; until then just keep the recipe.
The Syndicate in Durnholde and the Hillsbrad humans are humanoids: sheep the second one, and use Cannibalize on cooldown (once every 2 minutes) instead of water.
The database shows no teleport runes for sale in Tarren Mill - stock up in Undercity (Hannah Akeley , according to the game files).
◈ Loot along the way
Wool Cloth from the Hillsbrad humans - for Tailoring and Wool Bandages; sell the extra on 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, and in Forever mobs respawn faster in Hillsbrad. Gather two or three, Frost Nova, move 10–15 yards away and Blizzard. You'll learn Cone of Cold at 26 in Undercity (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.
⚔︎ 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. A rogue stunned you? Blink, Frost Nova and back off; Counterspell interrupts heals and long casts.
On the beta a chase often breaks off at a zone border: the player jumps into another layer of the world and vanishes. Running away - run for the border; chasing - don't follow across it.
Drops from:Vial of Innocent Blood - Syndicate Shadow Mage
The Syndicate stand close together - pull them one at a time from the edge. Shadow mages keep casting even while Frost Nova holds them: kill them first, and interrupt their casts with Counterspell.
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.
Skipped the keep? Your hearthstone may still be on cooldown (you used it after the Ruins). Then it's a 3–4 minute run to the Mill, using Blink whenever it's ready.
↩Head back: turn in 5 quests and pick up 2 new ones
The Deathstalker's exact spot is still being confirmed on the beta - follow the quest marker.
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.
Hillsbrad Footmen shield bash and interrupt your casts - slow them and keep them at range, and don't pull them into an AoE pack. Don't go into Southshore.
Careful
↩Head back: turn in 2 quests and pick up 3 new ones
Leave the rest of the Battle of Hillsbrad (Battle of Hillsbrad[26] and on) for 30+.
lvl 26–27
Back to Kalimdor
The last turn-ins, the trainer and a teleport to Orgrimmar
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Don't forget in this section
The tower near Brill has two zeppelins: you want Zapetta - to Orgrimmar. Hin Denburg goes to Grom'gol.
⚔︎ 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 and Blink save you.
Didn't learn your level 24 spells (step)? Counterspell and the rest are right here, 40 each. Speak with Deino[26] leads to a Nether-lace robe: first Orgrimmar, then Ashenvale, then the Crossroads. With the teleport to Orgrimmar it's just a couple of short detours along the route - take it.
Waters of Xavian[26]: Deino in Orgrimmar gives you the flask, and the Xavian waterfall is in eastern Ashenvale, where the route takes you at 28 (step).
Optional, Orgrimmar, Borstan : Changing Tastes[31] - the quest for the new dungeon “Excavation Site: Wetlands” (26–31). The reward is the trinket Satchel of Potions. Take it if you plan to go there after 30.
⚔︎ PvP
The Alliance has its own quest on the same Bloodfury harpies, and their Stonetalon Peak is close by. Alliance rogues usually wait until you're tangled up with a couple of harpies - pull them one at a time and keep Blink and Frost Nova ready.
Fire elementals barely take Fire damage - hit them with Frost, and Fire Ward (from 20, if you learned it) absorbs fire damage. Bloodfury Slayers finish you off at low health. The rare elite Sister Riven (28) - go around.
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.
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.
In Blackfathom, pick up Blackfathom Villainy[27] - the reward is Gravestone Scepter (29 DPS), the best wand before 30. It's turned in at Thunder Bluff, where you fly at 28 (step).
Waters of Xavian[26]: the Xavian waterfall is at the edge of a camp of level 28–30 satyrs. Don't go there before 28.
You'll turn in Ordanus[29] at Sun Rock Retreat on your next visit (at 30+): The Den[29] still lies ahead.
¤ Shopping and useful stuff
Orgrimmar, Katis : Combustible Wand≈ 144 (from level 29, according to the game files) - if Blackfathom didn't work out and you didn't get Gravestone Scepter.
Runes - also in Orgrimmar: Hagrus (according to the game files).
➶ Level faster
Keep your hearthstone at Splintertree Post: from here you teleport to Orgrimmar, and the flight back takes a minute and a half.
⚔︎ PvP
Astranaar is the main Alliance camp for 17–32, and their Silverwing Outpost sits right below Splintertree Post. The classic: raids on Astranaar and the counter-raids on Splintertree. Being chased - run to the Splintertree guards.
The Xavian satyrs are level 28–30, and the Hellcallers cast spells: approach the waterfall from the west and stay out of the camp. Horns for Satyr Horns[26] drop from them too. Didn't take Waters of Xavian[26]? Then you don't need this detour.
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.
Clear the way to the village exit before the escort - you'll be attacked on the way. Thistlefur Shamans heal themselves - interrupt their heals with Counterspell.
How to do this quest - Troll Charm
In the cave the mobs stand in twos and threes and respawn quickly - watch your back. The charm chests respawn quickly too: you can circle one hall.
The furbolgs come in twos and threes: sheep one, Frost Nova the rest and cast bolts as you step back. In “Frost: Blizzard AoE”, drop Blizzard on the whole wave while Frost Nova holds it.
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.
For a mage: naga are humanoids, so you can sheep them; Twilight Lord Kelris puts you to sleep - Will of the Forsaken breaks it. You'll swim a lot, and Undead can breathe underwater longer than other races.
Didn't do Blackfathom? Fly to Thunder Bluff anyway: the trainer is there, and the Crossroads and Taurajo are close. Conjure your mana gem right away (Conjure Mana Agate): it's mana in the middle of a fight.
For a mage: the boars and quilboar come in packs - the best AoE spot before 30, but only after the tank. Geomancers and Charlga Razorflank heal themselves - interrupt the heals with Counterspell; 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.
Runes at 30 - in Thunder Bluff, where you fly to the trainer (step): Chepi (according to the game files).
➶ Level faster
From 30 you have Teleport: Thunder Bluff: keep your hearthstone at Freewind Post 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. Queue with Rugbul Boomfirst in Undercity or Gruga Bloodblade in Orgrimmar, and there's also a portal in the Darkspear Raiders camp north of Ratchet. Don't fall into the water - testers complain about sharks.
Battlegrounds most likely give no experience (they didn't in Classic) - this is for honor and fun, not for leveling. Thousand Needles is contested, but the Alliance has almost no quests here until 30+ - you can breathe out. Next comes Stranglethorn Vale: everyone fights everyone there.
Thousand Needles is the classic place to teleport yourself off a cliff: near the edge of a mesa, only press Blink while you're watching where you'll land.
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.
What's next (30+): the rest of Thousand Needles, the Shimmering Flats, Hillsbrad and Arathi, “Excavation Site: Wetlands” and the Scarlet Monastery. At 30 the mage class chain for a wand opens too (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 about 2–2.5 times the experience of normal ones (that's already after the October fix that cut the bonus; exact numbers are still being checked). Going in without quests makes little sense - collect them in advance from this list, but not earlier than needed: quests “for later” clog your log.
Mage in a group: sheep, AoE, water
Polymorph is your main job. Before a pack, agree with the tank on who you sheep (usually the target with the moon). Polymorph only works on beasts and humanoids - you can't sheep undead or elementals. Any damage wakes the sheep: don't AoE next to it.
AoE only once the tank is ready: the pack is gathered and the tank has hit it 2–3 times. Any earlier and the whole pack runs at you. Arcane Explosion (from 14) and Blizzard (from 20) are a mage's main damage in dungeons.
In a group, use Frost Nova only as a last resort: frozen mobs hit whoever is closest, and that's often the healer.
A mob comes at you? Don't run away from the tank - run toward the tank, so it picks the mob up faster. Frost Channeling (Frost) and Burning Soul (Fire) lower your threat by 30%.
Remove Lesser Curse (from 18) removes curses from the group, Counterspell (from 24) interrupts mob heals and dangerous spells.
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.
For a mage: the end of the Hidden Enemies[16] chain gives Staff of Orgrimmar, and the quest The Power to Destroy...[16] gives Ghastly Trousers. Troggs and cultists can be sheeped; hit the fire elementals with Frost. Tauren get two more quests in Thunder Bluff, and a third one starts inside - ask a tauren friend to share them.
Wailing Caverns
17–24 · the Barrens, the oasis west of the Crossroads
For a mage: the Druids of the Fang heal themselves and put you to sleep - they're humanoids, so sheep them, and Will of the Forsaken breaks the sleep. Packs of deviate raptors are your AoE targets, but only after the tank.
Unending Torment[21] and Crest of Lordaeron[22] start inside. The entrance is in the ruins of the capital, immediately to the left as you enter Lordaeron. For a mage: lots of skeletons and zombies, and you can't sheep undead - your job here is damage and water for the group.
Shadowfang Keep
22–30 · Silverpine Forest · at level 25 on this route
By our estimate, the three quests give about 20 thousand experience in Forever - more than half a level. For a mage: 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
22–32 · Ashenvale, Zoram Strand · at level 29 on this route
For a mage: naga are humanoids, so you can sheep them; Twilight Lord Kelris puts you to sleep - Will of the Forsaken breaks it. Undead can breathe underwater longer than other races.
Razorfen Kraul
25–35 · southern Barrens · at level 29 on this route
Blueleaf Tubers[26] - Mebok Mizzyrix, RatchetOptional: take it in Ratchet when you turn in the eggs - at 22; the route doesn't return to Ratchet after that
For a mage: the packs of boars and quilboar are the best AoE spot before 30, but only after the tank. Geomancers and Charlga Razorflank heal themselves - interrupt the heals with Counterspell.
The main quest Into The Scarlet Monastery is offered from level 33. For a mage: the Graveyard and the Library are classic group AoE spots; big mage AoE pulls were deliberately nerfed in Forever.
✧
Mage: spells, water, control, teleports
What to train, how to fight, how to drink less and what's different in Forever - up to level 30
What Forever changed: base spell damage is lower (Fireball by 20–33%, Frostbolt by up to 23% from rank 2), but there's more spell power on gear and it works better. Frost Nova hits harder, Arcane Intellect lasts an hour, Cone of Cold slows by 40% for 6 seconds (it used to be 50% and 8). New talents at 20: Ice Lance and Arcane Blast; Ice Block is a level 25 talent and Cold Snap a level 30 one, with a 10-minute cooldown. Low ranks scale worse with spell power and trigger effects less often - cast your highest ranks. Since September 24, wands get no damage from spell power. The new minor skill is Comprehension (see below).
How to kill a mob (Frost, before 20).Frostbolt from range, then a second one while the mob runs at you: it's slowed and takes a while to get there. If it reaches you - Frost Nova (from 10), move more than 10 yards away and keep casting. Almost dead? Use your wand or Fire Blast, not another bolt: spending mana stops your mana regeneration for 5 seconds. A second mob goes into a sheep (Polymorph, from 8). From 20 in Frost: Frost Nova, step back, then Ice Lance on the frozen target while the ice holds. Always keep Frost Armor and Arcane Intellect on yourself, and recast them after you die.
Prices are from the mage page on Wowhead Forever (beta). Training everything up to level 20 costs about 3.7 gold, including the teleport to Orgrimmar; from 22 to 30 it's about 15 gold more, 6.4 of that at 30. Skip what can wait and you'll save a couple of gold. And keep saving: at 40, riding training costs 100 gold (the first mount itself is free).
Three schools for leveling
Almost the same until 20 - the difference starts at 20
Frost - the pick of every beta guide. Frostbolt slows, Frost Nova holds, and from 20 Ice Lance hits several times harder on a frozen target. The safest and fastest tree for solo play.
Fire - more damage per hit, but expensive on mana and with almost no control: for a slow you still have Frostbolt. Pyroblast (the level 20 talent) opens a fight from range.
Arcane - +25% wand damage and Clearcasting, plus Arcane Blast from 20. You drink less than anyone, but mobs reach you more often.
Level-by-level builds are in the Leveling talents section. Route tips that depend on your tree are marked.
Making your own water and food
A mage's biggest saving
Conjure Water from level 4, Conjure Food from 6. Water ranks come at 4, 10, 20 and 30; food at 6, 12, 22 and 32. Learn a new rank the same day: higher-rank water restores noticeably more.
According to the Forever tooltips, conjured water restores as much as vendor water of the same level: 145, 420, 803 and 1293 mana (ranks 1–4).
How many you get per cast is disputed on the beta: the tooltip promises 20, but one tester at level 30 reports 2. Check it yourself and conjure extra - on the zeppelin, during flights, while you wait for a mob.
Conjured items disappear if you log out for more than 15 minutes. You can't sell them - only trade them directly.
Well Fed: cooked food gives +5% experience from kills for 15 minutes, while conjured food doesn't, according to Icy Veins. Keep some cooked food in reserve.
Mana: how to drink less
The main complaint of mages on the beta
The five-second rule: after you spend mana, Spirit-based regeneration waits 5 seconds. So finish mobs with your wand, not a spell.
Cast your highest ranks. In Forever low ranks scale worse with spell power and trigger Frostbite and Clearcasting less often - the Classic habit of “rank 1 for the slow” doesn't work here.
Start a fight at 70–80% mana instead of waiting for full: mana regenerates on the move too. Drink when you're below a third.
Evocation (from 20, 8-minute cooldown) replaces drinking when a tough fight leaves you with zero mana. Conjure Mana Agate (from 28) is mana in the middle of a fight - conjure it in advance.
Polymorph (from 8) only works on beasts and humanoids. A second mob runs up? Sheep it, finish the first one, then the second. A sheep heals quickly - leave it alone until you're ready.
Any damage wakes the sheep: don't AoE next to it. Rank 2 (from 20) lasts 30 seconds instead of 20.
Frost Nova (from 10, 25-second cooldown) freezes everything around you for 8 seconds. Move more than 10 yards away and then attack; damage can break the freeze early.
Casters (cultists, Dalaran Mages, Razormane Geomancers) keep casting even while Frost Nova holds them. Kill them first or pull them around a corner - they'll come to you; from 24 - Counterspell.
Blink (from 20) removes stuns and roots. Watch where you're going: teleporting into the next pack or off a cliff is a classic.
Mana Shield (from 20) costs 2 mana per point of damage absorbed - it's for emergencies, not for every mob.
AoE: when and how
From 20, best in the “Frost: Blizzard AoE” build
Before 20, solo AoE is rare: Arcane Explosion (from 14) only hits up close and is expensive. It's good against three or more weak mobs that Frost Nova is already holding.
The trick from 20: gather two or three melee mobs, Frost Nova, move 10–15 yards away and cast Blizzard on them. When they reach you - Frost Nova again or Cone of Cold (from 26), step back and cast it again.
In Forever mage AoE was deliberately weakened against farming: Improved Blizzard slows by 40% at most, Cone of Cold by 40% for 6 seconds. Start with two or three mobs, not ten.
Pull melee mobs with no ranged attacks that don't call for help. Avoid casters, archers, and gnolls and kobolds that run off to get their friends.
Classic AoE mage spots on the route: the humans in the Hillsbrad Fields (25–27; 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. Along the way - the furbolg waves at the totem in Ashenvale (step).
Stop if you spend more time waiting for respawns than fighting, or if for the second time in an hour only Ice Block saved you.
Wands
Finishing mobs without mana
A wand (Shoot) costs no mana and doesn't stop mana regeneration - that's what you finish mobs with. In Frost it saves mana, and in Arcane, with the Wand Specialization talent, it's half your damage.
From vendors, according to the game files - Zane Bradford (Undercity) and Katis (Orgrimmar): Smoldering Wand (from 15) - only a stopgap; Dusk Wand (from 20) - if you have no enchanter; Combustible Wand (from 29) - if you skipped Blackfathom.
According to the game files, enchanting suppliers sell wand materials: Thaddeus Webb in Undercity, Kithas in Orgrimmar, Lilly in Silverpine, Nata Dawnstrider in Thunder Bluff. Stock is limited.
Each teleport is a 10-second cast, 120 mana and one Rune of Teleportation (≈ 10, stacks to 10). According to the game files, reagent vendors sell the runes: Hannah Akeley in the Magic Quarter of Undercity, Hagrus in Orgrimmar, Hula'mahi at the Crossroads.
How this changes the route: keep your hearthstone at the camp where you turn in quests, and teleport to the capital for the trainer. In this guide: from Thunder Bluff to Orgrimmar (step), the hearthstone at the Sepulcher instead of Undercity (step), from Undercity to Orgrimmar without the zeppelin (step), a detour from Ashenvale to the trainer in Orgrimmar (step). You'll use 5–6 runes before 30.
Group portals only come at 40 (Orgrimmar, Undercity) and 50 (Thunder Bluff). You can't make money on portals before 30.
Slow Fall (from 12) needs Light Feather, and the Forever database has no feather vendor yet - learn it once you find feathers.
Cloth, weapons and stats
What to wear and what matters
A mage wears cloth and uses staves, daggers, one-handed swords, wands and off-hand items. Archibald in Undercity teaches daggers and swords, and Sayoc in Orgrimmar also teaches daggers.
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.
Cannibalize - up to 35% health and mana over 10 seconds from a humanoid or undead corpse, once every 2 minutes. A mage's water is free, but before level 4 and between packs in a dungeon it's one more way to recover without sitting down to drink.
Will of the Forsaken removes fear, sleep and charm, but gives no immunity afterward: press it once the fear has landed.
Touch of the Grave (new in Forever): an attack or spell sometimes drains health. Since the update it has a 30% proc chance and a 25-second internal cooldown. Polymorph doesn't trigger it, so the sheep stays asleep.
Undead can hold their breath underwater the longest - handy in Blackfathom Deeps. Shadow Resistance seems to be gone - this is still being checked.
A new mage minor skill: scrolls drop from mobs all over the world, and you decipher them. The spell is Comprehend Scroll, taught by Cain Firesong from level 6; the button is in the General tab of your spellbook.
Blizzard doesn't say what's inside. According to testers: temporary weapon enhancements (a dagger or sword for an hour), damage consumables and a rare “key” scroll: together with a blade from Shadowfang Keep (dropped by Baron Silverlaine) it gives you a “battle mage” sword. This is beta data and may change.
Scrolls can no longer be read on the move. Warcraft Tavern reports that a failed decipher sometimes turns you into a sheep - read them somewhere safe, away from mobs.
First Aid
Health without mana
A bandage heals without mana and doesn't interrupt mana regeneration: bandage up after a tough fight and keep all your mana for the next mob.
Nurse Neela in Brill teaches it (step), better bandages - Mary Edras in Undercity (step). 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. 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: judging by the game files, enchanting suppliers sell Lesser Magic Essence and Strange Dust (limited stock) - buy some every time you're in town.
Wands bind when equipped: a friend can make one and pass it to you, since it isn't bound until you put it on.
Apprentice - up to 75. Journeyman - from skill 50, 5, up to 150. Expert - from skill 125, 50, up to 225.
How to get it for freebeta data
Marla's Last Wish[5] (level 5) rewards a gathering profession book of your choice: the profession right away and +2 skill. A mage only needs it if you take a gathering profession.
At skill 20 every profession has a quest from the “Camping 101” series - a camp item with a buff. Sit next to it and you get the buff.
For a mage: Tailoring - a faction banner (+Spirit), Herbalism - an incense candle (+Intellect), First Aid - a first aid kit (+Stamina).
The second tier of camp items comes at skill 140; the plans drop in dungeons.
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. Nurse Neela in Brill teaches it, better bandages - Mary Edras in Undercity, Wool Bandages - Pand Stonebinder in Thunder Bluff.
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.
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 2 gold at 20 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. After that, save up - 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 13, 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.
What stayed the samebeta data
The old quests in the 1–30 zones are still there, and both quest experience and the experience needed for the next level are unchanged.
Ragefire Chasm, Wailing Caverns, Shadowfang Keep, Blackfathom Deeps, Razorfen Kraul - the same levels and bosses. Mobs there give less experience, quests give more.
No new flight paths, zeppelins or ships for the Horde in 1–30. The hearthstone is once an hour.
Mounts still come at level 40 (the first one is free, training costs 100 gold).
Unchanged for the mage: training levels, spell mana costs, Polymorph, Blink, teleports from 20, and conjuring your own water and food.
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.
Quests for the new dungeons: the Ruins of Lordaeron and “Excavation Site: Wetlands”. Forever added no mage class quests for 20–30 - Gathering Materials[15] and Speak with Deino[26] are the same as in Classic.
New dungeonsofficial
Ruins of Lordaeron - above Undercity, 6 bosses in any order. On this route - at 24 (step).
Excavation Site: Wetlands - 26–31, outdoors in the southern Wetlands. For the Horde it starts in Hammerfall.
City of Dalaran - the dungeon isn't open on the beta yet, and every attunement step for the Horde requires level 30.
Undead: racial abilitiesofficial
New: Touch of the Grave - spells and attacks sometimes drain health. What else changed for the Undead and what the racials give a mage - see the Mage section, the “Undead mage: racials” card.
PvP and rulesetsofficial
Rulesets to choose from: “Normal” - PvP only if you want it (/pvp); “PvP” - your flag turns on by itself in contested and enemy zones, and one faction per account; “RP” - same as Normal. Hardcore comes after launch.
Horde lands on the route: Tirisfal, Silverpine, the Barrens. Contested: Stonetalon, Hillsbrad, Ashenvale, Thousand Needles.
Battlegrounds: Warsong Gulch from 10, Arathi Basin from 20, the new Darkspear Islands (15 vs 15) from 30, Alterac Valley from 51. Brackets of 10 levels. On the beta, according to testers, only the level 30 battleground is open.
For mages: Frost Nova plus Ice Lance is the most talked-about combo of the beta, and testers are asking for a nerf. It may change by launch.
Casting Arcane Intellect on a PvP-flagged player flags you too - same as before, on “Normal” rulesets as well.
Experience and conveniencesofficial
Cooked food gives +5% experience from kills. Camping buffs, the tent and the 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.
Mobs respawn faster in Hillsbrad, Ashenvale and Thousand Needles.
The Legacy system: account-wide bonuses unlock once your first character reaches 25.
Books from all over the world can be handed in at the Magic Quarter of Undercity: Owen Thadd - experience and rewards.
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.
Silverpine: Son of Arugal (level 24–25 elite), Krethis Shadowspinner (15), the Dalaran Spellscribe (21) and the Dalaran Mages - they keep casting even while Frost Nova holds them.
Stonetalon: Grimtotem Sorcerers (they keep casting even while Frost Nova holds them), Besseleth (level 21 elite), the rare elites of Windshear Crag, Bloodfury Slayers.
Hillsbrad: the footmen in the fields (they shield bash and interrupt casts), the shadow mages in Durnholde, Blacksmith Verringtan, Southshore - an Alliance town.