Read This First
WoW Forever launched November 4, 2026, and this guide is written for the live game — but be honest about what that means. The beta was capped at level 30 and ended October 23, so nobody has playtested levels 31 to 60 in Forever yet. Everything in this guide up to level 30 is beta-tested or Blizzard-confirmed. Everything past 30 — the zone route, the dungeon verdicts, the endgame gold farms — is built on Blizzard’s level ranges and Classic reference, and it is flagged as untested wherever it appears. We will re-check it once players have actually run the 30–60 content. If a number here is an estimate, a projection, or a one-day snapshot, it says so next to the number. No ranked gold-per-hour list exists for level 60 yet, because no 40–60 farm has been measured in Forever. This guide gives you methods and what sells, not made-up rates.
WoW Forever is Blizzard’s fresh 1–60 WoW: the Classic world, 1,000+ new quests, nine new dungeons, four new zones, and a handful of new systems (camping, Legacy perks, a Group Finder board) layered on top. It launched November 4, 2026 at 3:00 p.m. PST, all regions at once. Level cap is 60, permanently. No flying mounts, no level scaling, no WoW Token, no paid boost. It is included with an active WoW subscription or Game Time. Raids unlock December 9, 2026. Everyone started at level 1 with zero gold.
This guide covers the whole journey in one place: leveling 1–60, then gold farming, then the patch state as of November 8. Use the table of contents to jump to what you need. If you only read three sections, read The XP Rules, Dungeons, and Professions for Gold — those are the three places most players lose the most time and gold.
The XP Rules
The curve is Classic. The sources of XP are not. That is the single most important thing to understand before you start, because most guides still describe Classic’s rules as if they applied here. They do not. Here is the full change log, in order:
| Date | What changed |
|---|---|
| Sep 17, beta start | Dungeon mob XP well below Classic; dungeon quests paid a large bonus on top of normal reward. |
| Oct 1 build | Dungeon quest bonus XP cut 50%. “Dungeon quests now reward 50% less extra experience beyond normal quest values.” Some quest rewards recalibrated. |
| Oct 8 build | Dungeon kill XP raised ~20%. “The experience earned from killing creatures in dungeons has been increased by approximately 20%.” Party XP reverted to Classic Era rules (penalty depends on your level, not the highest party member). Some dungeon quest rewards lowered from Rare to Uncommon. |
| Beta, date not published | Open-world mobs below your level give 4–20% less XP than in Classic; same-level mobs unchanged. Blizzard: “This is Not A Bug. This is an intended part of the game now that there are various exp buffs in the game (like eating food).” |
| Oct 15, 26, 27 | No XP changes (wands, Group Finder, respawns, quest sharing, racials only). |
| After Oct 23 (beta closed) | No XP change announced for launch. |
What those numbers work out to in practice, measured by beta testers:
- Dungeon mobs give about 30% of their Classic XP (roughly 70% less). Before the Oct 8 buff they gave about a quarter; the +20% applies to that reduced value. One tester measured 7 XP from a miner that gave 28 in Classic, and 20 instead of 80 from an elite. Other testers measured closer to 40% — treat the exact figure as an estimate.
- Dungeon quests still pay well above Classic, even after the Oct 1 cut. Measured: Deadmines final step “The Defias Brotherhood” — Classic 2,600 XP, beta start 9,750, after Oct 1 6,175 XP. Wailing Caverns “Deviate Hides” — Classic 1,600, after Oct 1 3,100 XP. All three core Deadmines quests together — Classic 5,400, after Oct 1 12,825 XP. Each of the 8 City of Dalaran quests — 3,950 XP each.
- Green mobs give 4–20% less XP, and the gap grows the further below you they are. One tester measured a level 20 earning about 65% of Classic XP from level 17 mobs. Move to the next zone when mobs go green instead of clearing the last few quests. Green quests are different — they still give most of their XP and often open the next chain, so keep them in your log.
The dungeon rule, in one line: run each dungeon once, at the top of its range, with every quest in your log. A prepared first run can be worth one to two levels in the teens and 20s. A repeat run without quests is a waste of time. Blizzard’s stated goal (Aggrend, Oct 8): “XP gain is not going to be what it was in era, but it should feel significantly better now... with perfect xp/hr play, the leveling rates in dungeons will be very close, if not equal to the speed you can level with optimal questing play.” The team also said it does not want players running Scarlet Monastery Cathedral “50 times, from 30 to 50” — dungeon spam is being tuned against.
Group XP rules you need to know:
- Quest rewards are NOT split — everyone who completes a quest gets full XP.
- Kill XP is shared between party members. A duo trades some kill XP for faster objectives and safer pulls.
- Since Oct 8, the low-level kill penalty is calculated per player (Classic Era rule). Before that fix, a level 20 grouped with a level 25 in Deadmines got “extremely low” XP per kill.
- One hard rule: if any party member is vastly higher level than the enemy, nobody in the party gets XP from that kill. A level 60 friend can escort you, but no one earns kill XP while they do the killing.
- Dungeon quests cannot be shared. The Oct 1 and Oct 26 builds closed the last quests that handed a quest item to whoever accepted a shared copy. Every player has to collect their own quests and starting items.
- You can enter an instance only 5 times per hour. A group that wipes and resets a lot can lock itself out.
- Your quest log holds 40 quests (up from 20 in Classic). Carry quests for the next two zones and every dungeon on your route.
How Long 1–60 Takes
No one has a measured 1–60 time. The beta stopped at 30, and 1–30 is only about 12% of the total XP (499,000 of 4,084,700). The halfway point is level 48 (2,029,800 XP, 49.7%). Every figure past 30 is an estimate or a simulation.
| Time | Levels | Measured by | Conditions |
|---|---|---|---|
| 20.5 hrs avg (Classic: 20.4) | 1–20 | Blizzard, first WoW Forever podcast | Average of all beta players, before the Oct 1 quest XP cut |
| 18–22 hrs /played | 1–30, Alliance | Hammerdance, Alliance 1–30 route | Optimized route after 250+ beta hours |
| 17–21 hrs /played | 1–30, Horde | Hammerdance, Horde 1–30 route | Optimized route, same author |
| 8 hrs 22 min | 1–20 | Rumblecrush, Tauren Warrior speedrun | Speedrun with professions |
| 85–89 min | 1–10 | Kargoz, Mage and Warlock speedruns | Speedrun |
| ~3 hrs | 15–26 | A beta player on official forums | Chaining RFC, Ruins, WC, SFK with quests at end-of-beta rules |
| 103 hrs 11 min – 123 hrs 33 min | 1–60 | Factorizer route planner (via Jedith) | Simulation, Undead Paladin, empty server vs launch-night population |
| ~120 hrs | 1–60 | Players on official forums | Casual pace in Classic Era, for comparison |
Working estimate: a well-played first character reaches 30 in about 20 hours /played and 60 in roughly 100–120 hours — a projection, not a measurement. Longer on launch week, when every quest mob has a queue. The community estimate is about 150 hours for a quest-led route — treat 150 as the high end and 100–120 as the optimized range.
Race pace (live, unofficial): about 25 hours after launch (00:08 UTC Nov 6), the top tracked racers on worldfirst60.com were at level 42, the next at 41 and 40. Nobody had reached 60.
The deadline that matters: raids unlock December 9 — about five weeks from launch. At ~4.3 hours a day from launch, you hit 60 in time for raid night. If raiding on day one matters to you, plan around that number and expect it to change once players have real 30–60 figures.
Rested XP & Buffs
Rested XP is the biggest free XP in the game. Everything else is a few percent on top. None of them change the XP curve.
Rested XP (the core mechanic)
- Log out in an inn or a capital city and you bank bonus XP. While the pool lasts, every kill gives double XP. Quest turn-ins are NOT doubled.
- Cap is 150% of your current level (1.5 levels, the same 30 bubbles on the XP bar as in Classic). It takes about 10 days in an inn to fill from empty. You build 5% of a level every 8 hours (~15% a day).
- You know you’re in a rest area when the level on your portrait turns into a “zzz” icon and logging out is instant instead of a 20-second countdown.
- Because the pool is measured in levels, a week of rest at level 59 is worth far more raw XP than a week at level 10.
Well Rested (Legacy perk)
The only Legacy perk that changes rested XP. Each of its five ranks in the Adventure tree makes rested XP build 4% faster and raises the cap 4%. At 5/5 the pool fills 20% faster and holds 20% more — cap rises from 1.5 to 1.8 levels, and a character in an inn banks about 18% of a level per day instead of 15%. Filling it still takes about 10 days because both numbers grow together.
Well Rested 5/5 is also the gate to Talented (first talent point up to five levels earlier), so most leveling and alt builds take both. Legacy Points unlock once one character on your account reaches level 25, so Well Rested is mainly a buff for your second and later characters.
Camp Tent (Leatherworking)
A Leatherworker with skill 20 crafts the Camp Tent from 5 Light Leather and places it next to a campfire. Everyone sitting nearby for about a minute has their rested XP topped up to 5% of a level — grouped or not. It only tops you up. If you already have more than 5% banked, it does nothing. Best after a long session has burned your pool down. Using it puts the Boosted Rest debuff on you for one hour, stopping you from topping up again at the next camp. At level 40, 5% of a level is about 4,500 XP of double kill XP every hour, and the whole camp shares it.
Cooking food (Well Fed)
Most new Forever recipes give a +5% XP from kills buff for 15 minutes, lost on death. Examples: Twice-Spiced Raptor Slice (level 5), Prehistoric Pulled Raptor (level 45). Keep it up at all times and eat whenever you sit down to drink. The buff only works on kills, not quest turn-ins. It was designed around the green-mob XP penalty — food gives back roughly what green mobs take away. The Legacy perk Gourmand makes food buffs last longer.
Cozy Sleeping Bag
A quest chain from level 14 rewards it. Rest inside it for at least a minute and you get a stacking XP bonus: 1% per stack, up to 3 stacks (3%), and the buff stays through death. The bag itself has a one-hour cooldown. Buff duration is disputed and not confirmed: sources disagree (1 hour vs 2 hours), and the game data doesn’t list it. Check the timer on your buff bar. The chain opens at level 14 with “...and that note you found”: Alliance starts at Alexston Farmstead in Westfall, Horde at the burnt watchtower in the Barrens. It then runs through Stepping Stones (Stonetalon), Wet Job (Loch Modan), Eagle’s Fist (Hillsbrad). Whole chain takes 2–3 hours across both continents — pick up each step when your route passes nearby instead of making a special trip at 14.
Stacking summary: rested XP (double kill XP) + Well Fed food (+5% kills) + Sleeping Bag (up to +3%) all apply at the same time. Food and rested XP count only for kills; quests pay the same either way.
Legacy Perks That Matter for Leveling
Legacy is the account-wide progression system. Each character can spend up to 16 Legacy points at launch (open the Legacy window with the Y key). Each class earns a point the first time it reaches 25, 45 and 60 — so your first character pays for the perks of the next ones. The ones that matter for leveling:
| Perk | What it does |
|---|---|
| Well Rested (Adventure, 5 ranks) | Rested XP builds 4% faster and cap 4% higher per rank. Gate to Talented. |
| Talented | First talent point as early as level 5 instead of 10. Still 51 points total by 60. Requires Well Rested 5/5. |
| Thrill of Adventure | Restores 5% of max health and mana over 10 seconds every time you land the killing blow on a non-trivial enemy. Does not work in dungeons, raids or battlegrounds. In the open world it means less downtime between pulls. |
| Frequent Flier / Mount Up | Cut travel time once you have flight paths and a mount. |
| Bountiful Harvest (5 points) | Doubles the chance at scarce materials from Mining, Herbalism and Skinning. Reached in full by level 25. (Also a gold perk — see Professions for Gold.) |
| Permanence (Resourcefulness, 2 ranks) | Camp buffs and long party/raid buffs last 50% longer. |
| Gourmand | Food buffs last longer. |
| Field Guide (Adventure, 3 ranks) | 8% less cooldown on adding camp features per rank (~46 min instead of 1 hour at 3 ranks). |
| Reagent Economy (Resourcefulness, 1 rank) | Tier 1 camp features need no materials, and class abilities need no vendor reagents. |
| Lure Master (2 points) | 50% chance at an extra fish while a lure is active. Aimed at level 45 with seven points. (Gold perk — see Professions for Gold.) |
Talents, for reference: talent trees start at level 10, 51 points by 60. Gold medal talents sit at 11, 16, 21 and 31 points; the 16-point one is new. Buff talents such as Divine Spirit, Blessing of Kings and Improved Mark of the Wild are now baseline.
Camping (the New Rest System)
Camping is the biggest new leveling system in Forever. It unlocks at level 5–6: pick up The Adventurer, which leads to The Great Outdoors and unlocks campfires.
- A Basic Campfire Kit needs only Cooking 1, one Simple Wood, and Flint and Tinder (vendor). The fire burns 15 minutes.
- Anyone with a profession can add a camp feature to it. Sit at the fire for about a minute and the buffs last an hour. They do not stack with class buffs of the same kind. Since the Oct 26 build you also get the campfire buff while kneeling, lying down, casting, crafting or buffing nearby.
- All camp features share a one-hour cooldown — make your hourly camp stop your break from the keyboard.
- For XP, the one object that counts is the Leatherworker’s Camp Tent (see Rested XP & Buffs).
- Camp structures tied to professions: Rock Garden (Mining) creates an ore node at your camp; Greenhouse (Herbalism) cultivates herbs at your camp. Both are Tier 2 camp structures.
- Campfires only go outdoors, never inside buildings or big cities. A Journeyman campfire (Cooking 90) holds 5 objects; an Expert campfire holds 10.
- Master Chef adds up to a 50% chance at bonus items when cooking.
- The Pouch of Violet Dust toy adds an hour to camp benefits — from a Twitch drop running November 4–12.
Zone Route 1–60
The route follows the Classic map, with two big changes: 1,000+ new quests make the starting zones and the 20s longer, and new zones (Riverglades, Shen’dralas, Mount Hyjal) add whole new stops past 30. Up to 30 each faction has its own path. From 30 onward almost every zone is contested and both factions level through the same places. Ranges past 30 are built on Blizzard’s level ranges, not on play — the beta stopped at 30.
The rule that matters most: use level ranges as a guide, not a rule. When a zone turns green and its quests stop paying well, move on instead of finishing every last quest. Green mobs give less XP than in Classic now.
Alliance route 1–30
Humans, Dwarves, Gnomes and Night Elves each start in their own zone. Alliance Skyborne start on Zephras Isle (1–12); most leave at 13–14. The new ship between Auberdine and Stormwind Harbor means Night Elves are no longer stuck in Darkshore and can join the human route in Westfall early. The boat from Menethil Harbor now continues to Southshore.
| Levels | Zones | Dungeons on the way |
|---|---|---|
| 1–12 | Elwynn Forest, Dun Morogh, Teldrassil or Zephras Isle | None |
| 12–18 | Westfall, Loch Modan or Darkshore | Hall of Thanes at 14–17 |
| 18–21 | Redridge Mountains, end of Westfall | Deadmines at 18–22 |
| 21–25 | Wetlands, with quests for the Excavation Site | Blackfathom Deeps at 23–26 |
| 24–27 | Duskwood, Ashenvale | The Stockade |
| 27–30 | Wetlands, Hillsbrad Foothills, Duskwood | Excavation Site: Wetlands; City of Dalaran and Gnomeregan are better after 30 |
Horde route 1–30
Orcs and Trolls start in Durotar, Tauren in Mulgore, Undead in Tirisfal Glades, Horde Skyborne on Zephras Isle (connects to Mulgore by skyboat). Most Horde meet at the Crossroads in the Barrens around level 12, then detour to the new Ruins of Lordaeron above the Undercity. Undead can stay in Silverpine Forest a little longer instead.
| Levels | Zones | Dungeons on the way |
|---|---|---|
| 1–12 | Durotar, Mulgore, Tirisfal Glades or Zephras Isle | None |
| 12–16 | The Barrens around the Crossroads, or Silverpine Forest | Ragefire Chasm at 13–15 |
| 16–21 | Northern Barrens | Ruins of Lordaeron at 17–19 |
| 21–25 | End of the Barrens, then Stonetalon Mountains (~3 levels) | Wailing Caverns at 19–24; Shadowfang Keep optional |
| 25–28 | Ashenvale | Blackfathom Deeps |
| 28–30 | Thousand Needles | Excavation Site: Wetlands, City of Dalaran from 28, Razorfen Kraul from 29 |
Shared route 30–60 (both factions) — untested in Forever
Blizzard’s ranges, not a tested route. The beta stopped at 30, so treat this as a framework and re-check it once players have run the content.
| Levels | Zones | Dungeons on the way |
|---|---|---|
| 30–40 | Arathi Highlands, Desolace, Stranglethorn Vale, Alterac Mountains, Thousand Needles | Scarlet Monastery, Razorfen Kraul, Gnomeregan, City of Dalaran, The Drowned City |
| 36–45 | Riverglades (36–44), Shen’dralas (~38–45, estimated), Dustwallow Marsh, Badlands, Swamp of Sorrows | Krol’dok Stronghold, Razorfen Downs, Uldaman |
| 40–50 | Tanaris, Feralas, The Hinterlands, Searing Gorge | Zul’Farrak, Maraudon, Alcaz Prison |
| 48–55 | Un’Goro Crater, Felwood, Azshara, Blasted Lands | Temple of Atal’Hakkar, Blackrock Depths |
| 50–60 | Burning Steppes, Western Plaguelands, Eastern Plaguelands, Winterspring, Silithus | Blackrock Spire, Blackmaw Hold, Shaper’s Terrace |
| 55–60 | Mount Hyjal (late 50s to 60, estimated) | Dire Maul, Scholomance, Stratholme |
PvP note: on a PvP ruleset, Stranglethorn Vale is the classic ganking hotspot, and Riverglades is a fresh alternative for the same levels.
The New Zones
Zephras Isle (levels 1–12)
The Skyborne starting zone. A floating island inspired by Skywall. Skyborne of either faction start here. The Skyborne race needs the Skyborne Heroic Pack or a higher edition — it is not included with every subscription.
Riverglades (levels 36–44)
The new mid-level zone, and the biggest addition to the leveling road. A contested questing zone with 150+ quests. Alliance works with the Brotherhood of the Horse at Farholde Keep; Horde follows an ogre clan that broke away from the Twilight’s Hammer. Both factions fight the Twilight’s Hammer. Also holds the Bloodmaul Ring (a fighting ring against the ogres’ best brawlers) and the outdoor dungeon Krol’dok Stronghold (40–45). Reach it by land through a new road off Redridge, or by ship from Steamwheedle Port in Tanaris. It has its own gryphon and wind rider masters.
Shen’dralas (~38–45, estimated)
A hidden Night Elf zone tied to the Shen’dralar, Eldre’Thalas, Dire Maul and the centaur tribes. Reached through a dangerous journey across Desolace. Blizzard has not published its level range. Its creatures in the database are mostly level 41–43, with a few at 37–38 and elites at 45.
Mount Hyjal (late 50s–60, estimated)
Blizzard calls it “the climax of your leveling journey.” The druids have opened the road into Hyjal for the first time since the Third War. You work with the Druids of the Talon and the Cenarion Circle while Horde and Alliance tensions flare up again. Blizzard has not published a level range or described the road in; creatures in the database run level 54–60. Home to two of the three launch raids (Barrow Deeps and Hyjal Summit, Dec 9).
Dungeons: Run Once, With Quests, or Skip
The rule: a dungeon pays mostly through its quests. Run each dungeon once, at the top of its range rather than the bottom, with every quest in your log. A prepared first run can be worth one to two levels in the teens and 20s — testers reported close to two levels from a full Hall of Thanes or Ruins of Lordaeron run with every quest, and one player went from 18 to past 20 in a single Ruins run at the end of beta. A dungeon you walk into without quests pays about a third of what Classic did for the same pulls. A second run without quests is mostly a waste.
The nine new dungeons
Blizzard, Oct 20, 2026. Six of the nine are in the Eastern Kingdoms, three in Kalimdor. All nine were available from launch, alongside the original Classic dungeons — 29 dungeons total in the game (20 Classic + 9 new). Four were playable in beta: Hall of Thanes and Ruins of Lordaeron from week one, Excavation Site from the Oct 1 build, City of Dalaran from Oct 9.
| Dungeon | Levels | Location |
|---|---|---|
| Hall of Thanes | 13–18 | Beneath Ironforge, Dun Morogh |
| Ruins of Lordaeron | 15–20 | Ruins above the Undercity, Tirisfal Glades |
| Excavation Site | 24–29 | Above Whelgar’s Excavation, Wetlands |
| City of Dalaran | 28–33 | Alterac Mountains (attunement key chain) |
| The Drowned City | 35–40 | Off the coast of Stranglethorn Vale |
| Krol’dok Stronghold | 40–45 | Riverglades |
| Alcaz Prison | 48–53 | Alcaz Island, Dustwallow Marsh |
| Blackmaw Hold | 55–60 | Azshara |
| Shaper’s Terrace | 58–60 | Un’Goro Crater (uses power crystals from Un’Goro) |
Note: Excavation Site was listed 26–31 in the Oct 1 beta notes; Blizzard’s Oct 20 article says 24–29. Use 24–29 (the later official source).
Go-or-skip verdicts
Beta-tested to 30. Rows from 35 up are untested in beta and based on quest count + level range — treat them as informed expectations, not runs.
| Dungeon | Levels | Quests | Verdict |
|---|---|---|---|
| Ragefire Chasm | 13–18, from 13 | 5, all Horde | Go once as Horde at 13–15 with all five quests. Linked packs make it harder than it looks. |
| Hall of Thanes (new) | 13–18, from 13 | 5, Alliance; one needs a prerequisite from Dun Morogh | Go as Alliance at 14–17. Skip as Horde: no quests for you. |
| Ruins of Lordaeron (new) | 15–20, from 15 | ~10: 6 Horde, 4 Alliance that start inside | Go as Horde at 17–19 — one of the best runs in the game. Alliance only if nearby. Below 17 it is rough. |
| Wailing Caverns | 17–24, from 17 | 7, Horde | Go once as Horde at 18–22. Long, and collection quests can need a second run. |
| Deadmines | 15–22, from 16 | 9, Alliance, incl. 2 Paladin quests | Go as Alliance at 18–22, straight after Redridge. Skip as Horde. |
| Shadowfang Keep | 20–26, from 18 | 5, mostly Horde | Optional for Horde at 22–25, best for Undead. Skip as Alliance (“dead” for Alliance). |
| Blackfathom Deeps | 22–28, from 22 | 6 Horde, 7 Alliance | Go once for both factions at 23–26. |
| The Stockade | 25–29, from 23 | 6, Alliance | Go as Alliance if you collected the quests; quick and easy. Skip as Horde. |
| Excavation Site: Wetlands (new) | 24–29, from 26 | 11+, both factions | Go for both at 27–30. Raptor bleeds hurt tanks — bring bandages. |
| City of Dalaran (new) | 28–33, from 28 | 8, 3,950 XP each, after a key chain from Southshore (Alliance) or Tarren Mill (Horde) | Go once for both at 30–33 after the key chain. Do the key chain while questing in Hillsbrad. Last boss drops a necklace with +10% XP against undead (short buff). |
| Razorfen Kraul | 29–38, from 24 | 7, mostly Horde | Optional for Horde at 29+. Skip as Alliance: only 2 quests. |
| Gnomeregan | 29–38, from 25 | ~12, mostly Alliance | Go as Alliance after 30, when the quests are easy to finish. |
| Scarlet Monastery | 30–46 by wing, from 30 | ~8, mostly Horde | Go wing by wing as Horde; weak for Alliance. Wings above 35 untested in beta. |
| The Drowned City (new) | 35–40 | At least 2 in the database so far | Untested in beta. Run it with your Stranglethorn Vale quests. |
| Razorfen Downs | 37–46 | 6, mostly Horde | Untested. Go once as Horde; skip as Alliance. |
| Uldaman | 36–51, from 35 | ~14, both factions | Untested. Go for both in the low 40s — many quests. |
| Krol’dok Stronghold (new) | 40–45 | Not known yet | Untested. Run it while questing in Riverglades. |
| Zul’Farrak | 40–54, from 42 | 8 | Untested. Go once. |
| Maraudon | 45–55, from 42 | 11 | Untested. Go once. |
| Alcaz Prison (new) | 48–53 | Not known yet | Untested. Run it with the Dustwallow Marsh quest hubs. |
| Temple of Atal’Hakkar | 50–60, from 45 | 9 | Untested. Go once if you have the quests. |
| Blackrock Depths | 52–60, from 48 | 24 across both factions | Untested. Go, several times if needed — the most quests of any dungeon. |
| Blackmaw Hold (new) | 55–60 | Not known yet | Untested. A large dungeon with several routes — more a gearing stop than XP. |
| Blackrock Spire | 55–60, from 53 | 12 in Upper | Untested. Mostly level 60 content. |
| Shaper’s Terrace (new) | 58–60 | Not known yet; uses power crystals from Un’Goro | Untested. Collect the crystals while questing in Un’Goro. |
| Dire Maul, Scholomance, Stratholme | 54–60 | Many, mostly for level 60 | Untested. Endgame dungeons rather than leveling stops. |
Difficulty note: players disagree and both sides have a point. Ruins of Lordaeron felt easy to some groups at the right level; others found Hall of Thanes as punishing as Burning Crusade dungeons, and Ragefire Chasm turned out harder than the Ruins because of linked packs. The pattern: the new dungeons are tuned for groups that use crowd control and pull carefully, and they get much easier with a level or two above the minimum.
Finding Groups (No Dungeon Finder, No Summoning Stones)
Forever has no Dungeon Finder queue and no summoning stones. The Group Finder is a listing board: you post a group or yourself, other players browse and whisper or invite, and everyone still walks to the entrance. Blizzard’s reasoning (interview): “Easy, quick access to teleports shrink the world, and marginalize part of the identity of a class like Warlock.” The team added it would be “very careful on anything that cuts down travel time.”
- To post: open the Group Finder, choose the dungeon or activity, set roles, a playstyle (Learning, Relaxed, Competitive, Carry Offered), whether new players are welcome, add a comment and list it. It also lists quests, zones and other activities, not only dungeons. It checks your level for each dungeon and shows only the ones you’re eligible for.
- Meeting stones at dungeon entrances only open the Group Finder window. They do not summon anyone. The only summon is a Warlock’s Ritual of Summoning (Warlock + two more party members at the entrance).
- The biggest complaint is the whisper flood: list a group and get 25 whispers from random people, with no class/role shown. The tool doesn’t show where a player is, so you can invite someone who then needs 20+ minutes to fly in. Tanks and healers are scarce because they too run each dungeon only once.
- Habits that make it faster: as a damage dealer, browse the list and whisper/invite players yourself instead of listing and waiting. Put the role you need in the comment. Ask where people are before inviting, and ask everyone to start travelling the moment they join. Take the quest and tag your target first, then invite — changing the party can move you to another layer (a known issue in the Oct 26 notes). If forming a group will take more than ~20 minutes, quest near the dungeon instead of waiting at the stone.
Addons that fix it (free on CurseForge): LFGForever (class icons, role badges, leader level, group level range, highlights groups with an open spot for your role; /lfgf), Pinta Group Finder (filters + quick apply), whereyouat (shows where a listed player is), Forever Dungeon Quests (every quest for a dungeon as Missing / In Log / Done, with giver and coordinates; /fdq), Forever Dungeon Journal (every dungeon’s quests, prerequisites, rewards, boss loot with map pins).
Class Notes (Leveling Specs)
S tier (fastest, safest solo): Beast Mastery Hunter, Frost Mage, Affliction Warlock.
- Hunter (BM): pet takes the hits while you attack from range. Little recovery time, reliable control. Most rounded solo pick.
- Mage (Frost): fastest for players who pull large groups — slows and freezes enemies before killing them with AoE. Mage Armor lets 50% of mana regen continue while casting (vs 30% in Classic), which shortens drinking breaks.
- Warlock (Affliction/Demonology): Life Tap converts more health into mana than in Classic, so Life Tap covers mana while Drain Life restores health between pulls. Voidwalker base health increased ~40 at all levels in the Nov 6 hotfix (better early leveling survivability).
- Paladin (Retribution): the safe pick. Self-healing and defensives forgive mistakes; pet classes remain ahead for travel speed and sustained questing pace.
- Druid (Feral): Cat Form, Travel Form and self-healing turn a rough start into independent questing.
- Warrior (Fury/Protection): the most demanding solo pick. Needs a good weapon and careful pulls. Beta players rate Warrior the slowest solo without a healer.
- Healing specs sit in D tier for leveling — damage too low for quick solo questing.
Two things to watch: Blizzard’s Mage update specifically reduces Cone of Cold duration to limit repetitive low-risk mass kiting. AoE farming still works, but the old mass-pull loop is nerfed (the exact new duration was not sourced). And Nov 10 class tuning is planned — Hunter pets, Warlock Voidwalkers, Affliction Warlock DoT value, Enhancement Shaman stat priority. No exact numbers published yet. Any class advice touching those should be re-checked after the tuning lands.
Class changes in the Nov 2 dev notes: higher class damage with tougher high-level mobs; wands and Auto Shot need you to stand still for half a second before they fire (since Oct 15 build).
Duo leveling: no measured duo time to 30 or 60 yet. Quest objectives go much faster with two, quest rewards aren’t split, and since the Oct 26 build some quest items can be looted by every party member. Kill XP is split. A pair with no downtime (e.g. Warrior + Priest) works best. Aggrend (end-of-beta podcast): grouping “doesn’t slow you much.”
Milestones & Gold Costs While Leveling
| Level | Milestone |
|---|---|
| 5–6 | Camping unlocks (The Great Outdoors). Basic Campfire Kit needs Cooking 1. |
| 10 | Talents start. First talent point (or level 5 with the Talented Legacy perk). |
| 14 | Cozy Sleeping Bag quest chain opens. |
| 25 | First Legacy point (per class, first time reaching 25). Legacy Points unlock account-wide. Well Rested becomes available for alts. |
| 35 | New Gelkis and Magram quests in Desolace (“Valley of Bones” chain) require level 35 since the Oct 8 build. |
| 40 | Apprentice Riding, 100 gold — first mount comes free with the training. Dual specialization also unlocked at 40 for 50 gold (beta info — confirm against the live game). No flying mounts, ever. |
| 45 | Second Legacy point per class (first time reaching 45). |
| 60 | Journeyman Riding, 1,000 gold (epic mount ~200 gold more). Third Legacy point per class. |
| 1–60 | Class training 1–60: 206–207 gold total, every class. Skip ranks of spells you never cast to save gold; train main abilities every couple of levels. |
Time-Savers That Actually Save Time
- Bags: every starting zone has a quest that rewards a free 6-slot bag, usually by level 7 (on Zephras Isle it’s the Simple Leather Satchel). Grab it before you leave. Vendors sell small herb/mining/skinning pouches. Tailors and Leatherworkers can make reagent bags (Linen Reagent Bag, Light Leather Reagent Bag). The bank starts with 64 slots instead of 24 — park a bank alt in a capital city.
- Quest log: 40 slots. Carry quests for the next two zones and every dungeon on your route. Keep green quests (most XP, often open the next chain); drop gray ones. Drop long collection quests rather than farm them — the best beta levelers did. Many best quests never appear on a quest giver: they start from a drop in your bags. Capital cities have new delivery/errand quests worth a lot of XP for very little travel (one Undercity delivery was worth ~1,200 XP on beta). Check quest givers every time you pass through a city.
- Travel: pick up every flight path you pass. New ships: Stormwind Harbor to Auberdine, Menethil Harbor to Southshore and Auberdine, Riverglades to Steamwheedle Port. Below level 10, dying and taking the spirit healer’s resurrection is often faster than walking back — no resurrection sickness at those levels. Set your Hearthstone at the inn of the hub you’ll return to most, and log out there so the character rests.
- Gear: keep your weapon upgraded first — base character power in Forever is lower and gear matters more. Casters should pick up an early wand (Lesser Magic Wand at level 5, Greater Magic Wand at 13).
- Don’t get stuck: if several players are waiting for the same named enemy or resource, move on to another quest and return later. Group when it saves time — if others are working on the same kill objectives, a group makes progress more consistent.
- Launch-week crowding: Blizzard shipped launch with faster mob respawns in low-level zones (starting zones fastest) and says it will lower them once the launch surge settles.
- Addons for leveling: RestedXP (paid route addon, $30 per faction or $45 for both; Forever routes cover 1–35, Classic Era routes fill 35–60 until Forever ones come out). Questy (quest givers/objectives on the map). Gather Light (node locations, routes on map). Scrap (auto-sells junk at vendors).
The Gold Economy
Everyone started at zero on November 4. There is no WoW Token and no paid boost — Blizzard confirmed both are absent at launch (Oct 13, 2026) and there are currently no plans to add either. So every coin in the economy is farmed. The auction house opened empty, which means raw materials sell from your first node while crafters are still spending to level. Crafted goods only make sense once a craft’s margin clears the 1-silver listing deposit. The first-day loop that works: quest, loot everything, gather along your route, sell the materials. Do not stop to grind one supposed “best farm” — the strongest gold plan is progression plus income, not a detour.
There is no verified level-60 gold-per-hour ranking. The beta stopped at 30, so no 40–60 farm has been tested in Forever. Any g/hr number for 60 is an estimate from beta data or Classic reference — this guide flags it as such and never presents it as a measured Forever rate. Do not publish or trust a ranked g/hr list yet. This section gives you methods and what sells, not rates.
Net gold/hour formula (use this, don’t quote gross): (actual sales + vendor gold + quest gold − AH costs − deposits − repairs − consumables − purchased materials) ÷ active farming time. Include travel, repairs, resupply and selling time.
The Big Bills (What You’re Saving For)
| Bill | Cost | When |
|---|---|---|
| Class training, all abilities 1–60 | 206–207 gold | Spread across leveling, every class |
| Apprentice Riding (first mount free with it) | 100 gold | Level 40 |
| Dual specialization | 50 gold | Level 40 (beta info) |
| Journeyman Riding (epic mount) | 1,000 gold + ~200 gold for the mount | Level 60 |
| Raid consumables (flasks, potions, enchants) | Ongoing | Level 60, weekly |
Plan the first 40 levels around the 100g riding bill, then switch to selling the materials the next band of players needs. At 50–60, start the endgame stockpile (Runecloth, Thorium, high-level herbs feed raid consumables). At level 60, quest XP converts to gold: any quest that would award XP at the cap converts it into bonus raw gold on turn-in, so questing still pays once you stop leveling.
Professions for Gold
The rule: run two gathering professions on your main and gather along the route you already quest. Gathering is the lowest-risk early income because it creates tradable materials without expensive crafting inputs. Crafting competes for the same two primary-profession slots, so a crafting profession means giving up a gathering one.
| Pair | Why | Best for |
|---|---|---|
| Mining + Herbalism | Ore feeds Blacksmiths/Engineers, herbs feed Alchemists — the two biggest buyer pools | Most characters |
| Mining + Skinning | Skins come from kills you were making regardless; mining feeds ore buyers | Melee classes that kill beasts all day |
| Herbalism + Skinning | Collect materials during quests, no detour to ore veins | Casters / questers who don’t want to chase nodes |
Why gathering pays right now: 600+ new recipes all need raw materials, and nobody had any on day one. Nodes in starting zones are less powerful and often used up after one or two pulls, so gathering early is slow — but it still sells. Legacy gathering perks are account-wide, so a gathering alt pays off for every character you level.
New herbs (Forever-only)
Endgame herbs Mare Foil, Demon Sage, Death Lotus, plus three scarce herbs Frilled Lykan, Rose Cap, Stranglevine (per a creator’s beta-based video). Huge demand is anticipated for Frilled Lykan. Flask herbs: Golden Sansam, Mountain Silversage, Dreamfoil and Icecap are needed for the four new level 300 flasks.
Scarce materials: found as a bonus while gathering. Sell them in small batches. Rosecap and Pristine Scale are used in higher-level recipes; Thick Leather is requested by Waylaid Crates and used for Thick Armor Kits.
Legacy perks for gold:
- Bountiful Harvest (5 points): doubles the chance at scarce materials from Mining, Herbalism and Skinning. Reached in full by level 25.
- Lure Master (2 points): 50% chance at an extra fish while a lure is active. Aimed at level 45 with seven points.
Camp structures for gold: Rock Garden (Mining, Tier 2 camp structure) creates an ore node at your camp. Greenhouse (Herbalism, Tier 2 camp structure) cultivates herbs at your camp.
Secondary professions — take all three on every character: Cooking (Well Fed food = +5% kill XP, and cooked dishes sell), Fishing (supplies cooking, plus the Fish Bowl’s 8% to all stats), First Aid (crafts the Stamina camp buff; turns excess cloth into bandages that vendor for ~50% more than raw cloth).
What each profession earned (one-day snapshot — read the warning)
Epiccarry’s own Nov 5, 2026 AH scan — one day of readings, prices differ by realm and move fast. Treat this as a one-day snapshot, not a stable ranking.
| Profession | US profit/day | EU profit/day |
|---|---|---|
| Leatherworking | 33g 50s (leads US) | — |
| Blacksmithing | 26g 35s | — |
| Herbalism | 17g 88s | 13g 47s (leads EU) |
| Mining | — | 11g 6s |
| Skinning | — | 9g 20s |
| First Aid | 65s 80c | Nothing (none of its three recipes beats reagent cost there) |
A lot of recipes are unprofitable: in the US, 8 of 24 Leatherworking recipes and 7 of 12 Alchemy recipes lose money on reagents.
Best single items by margin (same Nov 5 scan):
- US: Leatherworking Handstitched Leather Vest (1s 2c margin, 974 sold/day); Blacksmithing Copper Rod (73c, 931/day); Herbalism Peacebloom (10c, 3,762/day); Skinning Light Leather (18c, 4,145/day); Tailoring Linen Bag (45c, 1,521/day); Mining Tin Ore (12s 59c, 61/day); Alchemy Minor Mana Potion (84c, 492/day); Enchanting Novice’s Practice Wand (24c, 1,116/day).
- EU: Herbalism Peacebloom (14c, 2,676/day); Skinning Light Leather (22c, 2,905/day); Mining Copper Ore (17c, 5,453/day).
Wowhead profession planners: Wowhead’s Forever profession leveling guides are interactive planners (Easiest plan or step-by-step) with shopping lists and craft counts. Engineering 1–300: ~361 crafts on average. Alchemy 1–300: ~310 crafts on average. They note “not yet played in Forever, and it doesn’t know prices” and that Blizzard never published skill-up chances, so the planner uses the community model.
Early Gold Farms by Level (Creator-Reported)
These are one creator’s own run or estimate, not a rate every player gets. Flag them as such.
- Northshire Valley, levels 3–6: skin wolves if you have Skinning and a skinning knife. Take hides from quest-killed wolves, sell ruined leather scraps plus other skins. One creator says it is not worth sitting on for an hour, but pays as you pass.
- Fargo Deep Mine (copper), levels 6–7: use Mining and a shovel. Mine copper, open cobalt wallets to get rough stone, raw gold and linen cloth, then AH them. One creator’s run made 55.2 silver an hour there.
- Weak Flux vendor flip (Stormwind): buy Weak Flux from Edna at ~1 silver, list at ~2 silver — roughly 1 silver profit per flux.
- Redridge Goulash materials: kill mobs in Redridge Mountains for the quest items, sell them for 50 silver to 1 gold each. Horde side is difficult for this farm.
- Dire Condors, levels 18–19 (Redridge): Tough Condor Meat, Light Feather, Small Egg.
- Greater Tarantulas, levels 19–20 (Redridge): Crisp Spider Meat.
- Great Goretusk, levels 18–19 (Redridge): meat.
- Shadowgem, levels 20–25: buy early, sell once players need them for leveling gear. Mob killing to obtain Shadowgems is not reliable; a Rogue using a macro to pickpocket at levels 10–20 is a method that works.
The Greedsy Tailoring/Enchanting loop (beta case study, not a promise): in Greedsy’s video, the character finished with 13 gold 25 silver after about 6.5 hours, including proceeds still moving through the AH. The loop: fast starter quests, loot everything, train only abilities that improve kill speed, take the early gathering manual that fits your route, turn questing + skinning income into linen crafts, enchanting materials, vendor wands and fresh working capital. The run reached ~11 silver through questing/gathering, then sold three Linen Bags to reach ~17 silver.
Mob Grinding Routes by Level Band
Humanoid mobs are the most reliable solo targets because they drop cloth, coin and gear alongside vendor trash. Dense circuits by level:
| Level band | Zone and targets | Key loot |
|---|---|---|
| 8–12 | Westfall: Defias Trapper, Defias Smuggler | Linen Cloth, masks, daggers |
| 15–18 | Duskwood: Nightbane Worgen, Skeletal Raiders | Wool Cloth, bones, gear |
| 20–30 | Stonetalon Mountains: Basilisks | Vendor trash, AH drops |
| 32–33 | Alterac Mountains: Mountain Yeti, Wendigo | Linen, Wool Cloth, pelts |
| 34–35 | Stranglethorn Vale: Bloodscalp Trolls, Kurzen Commandos | Wool Cloth, tribal masks, belts |
| 38–40 | Arathi Highlands: Burning Exile, Cresting Exile | High-value drops |
| 40–50 | The Hinterlands: Vilebranch and Witherbark Trolls | High-value drops |
| 50–60 | Felwood and EPL: Jadefire Cultists, Gibbering Ghouls | High-value drops |
Dungeon trash and humanoid strongholds give consistent yields. Warning players give: copying popular public routes hurts profitability as the zones overcrowd. Raise gathering/fishing to the required level before Westfall and Duskwood. Hold off on spell training you don’t need (saves gold). Farm only while already travelling — farming without a mount costs time.
Hyperspawn farming: target areas with dynamic respawn rates (Razormane camps, Burning Blade caves) to stack green items, bags and cloth while leveling. Witherbark Village (Arathi Highlands): humanoids drop steady raw gold, cloth and valuable greens — highly valued early.
Auction House Rules
- Every listing costs at least 1 silver, even where the percentage-of-vendor-price formula would charge less. The deposit returns if the item sells and is lost if you cancel or the auction expires.
- Deposit by duration: 2 hours = 5% of vendor price; 8 hours = 20%; 24 hours = 60%. A 24-hour listing takes twelve times the deposit of a 2-hour one. An item with a 4s 61c vendor price should cost 92c for 8 hours, yet it lists at 1 silver (the floor).
- Sales take 60 minutes to reach the mailbox (next to the AH door).
- The AH is a weak early income source — only rare items worth a gold or two are worth listing. List in larger stacks or vendor for a guaranteed price when you can’t take the risk.
- For flipping: buy undervalued ore and cloth in off-peak weekend hours and repost ahead of peak raiding nights.
- Black Market: Powderfuse Port in the Riverglades has a Black Market vendor. Two points in Bartering plus Honored Gadgetzan reputation gives a 20% discount there.
Shuffles: What Works, What Doesn’t
- First Aid: turns excess cloth into bandages that vendor for roughly 50% more than the raw cloth.
- Linen Bag vendor shuffle: doesn’t work. At 25 copper linen, one creator’s linen bag vendor shuffle earned about 3 copper a bag — every bag needs three thread, so vendor profit landed far below what he planned. On the AH, Linen Bags are a different trade: 45-copper margin a craft, 1,521 sold a day on a US realm (Nov 5 scan).
- Disenchanting: disenchanting level 8 green gloves for Strange Dust and the occasional Lesser Magic Essence averaged about 20 copper profit a glove, with Lesser Magic Essence at 1.5 silver. Low-level Tailoring greens lost money on average when disenchanted — the wand shuffle is shaky. Disenchanting carries no skill requirement, so you can break cheap greens you find for dust and essences.
- Vendor the cheap stuff: one creator found ruined leather scraps listed at 7 copper — the same as the vendor price — so posting only risked the deposit. Same logic covers dyes and single bags.
Fishing & Wreckage
Fishing is solo work on your own schedule, and a safe spot works on day one and months later.
- Hillsbrad floating wreckage: one creator stopped at floating wreckage for about 30 seconds and pulled more than 2 gold from the pool — an estimated 120 gold an hour. (Creator estimate, not a measured rate. Flag it.)
- Wreckage pools in Feralas, Tanaris and Stranglethorn Vale can hold cloth bolts, high-grade potions, leather and Rumsey Rum Black Label.
- Fishing Lordamere Lake with a lure, buff food and a campfire Fish Rack catches Bloated Mithril Head Trout, which can contain green rings, gems and necklaces.
- Fishing floating wreckage along the shorelines of Darkshore, the Barrens, Loch Modan and Westfall turned up Tightly Sealed Trunks with loot such as Shadowgems.
- Waylaid Crates create extra demand for low-level materials and can be traded between players.
Level 60 Endgame Farms
Read this before you plan around it: no 40–60 farm has been tested in Forever (beta stopped at 30). The methods below are Classic reference + Forever-specific mechanics — treat them as informed expectations, not verified Forever rates. Level 60 gold/hour (estimate only): LFCarry/VHPG put it at 20–60 gold an hour at level 60 during the early launch phase, based on beta data. A character between 20–30 on the beta made about 3–10 gold an hour. Both rates rest on beta data. No Forever 60 rate from real orders exists yet.
- Thorium and Arcane Crystals (48–60): the endgame ore. Loop the walls of Un’Goro Crater for Small Thorium, then Rich Thorium in Winterspring, Silithus and the Eastern Plaguelands. Arcane Crystals and big gems are worth more than the ore.
- Endgame herbs (50–60): Black Lotus, Icecap, Plaguebloom, Dreamfoil, Gromsblood for raid flasks. Run herb loops in Winterspring, the Plaguelands and Felwood. Forever-specific: a vendor at Powderfuse Port sells Black Lotus for 50 gold, so its price has a ceiling — Blizzard keeps that cap on purpose.
- Devilsaur Leather (55–60): hunt the elite Devilsaurs of Un’Goro for the pre-raid leather set.
- Elemental essences (50–60): Fire Plume Ridge and similar elemental spots. Hold Elemental Fire, potions and high-tier herbs until raids unlock to sell into first raiding demand. Molten Core is being reworked to hit harder, so elemental fire could be wanted later rather than at launch.
- Solo dungeon runs (55–60): Maraudon Princess solo (58–60), Dire Maul East and North (55–60). Classic reference: Mages farmed Scarlet Monastery Cathedral, Zul’Farrak (raw gold + Mageweave), Dire Maul East lashers (best g/hr for herbalists in Classic). Caveat: Blizzard nerfed mass-kiting (Cone of Cold duration cut) and dungeon mobs give ~30% Classic XP — but gold from vendor loot/drops is a different question and untested in Forever.
- Runecloth and Felcloth (48–60): high-level cloth for raid consumables and crafting.
- Endgame consumables: potions, food, flasks, ammunition, enchants. Players always need consumables. Sell rare recipes and blueprints — some tradeable recipes are very valuable. Disenchant items for money — compare the green’s price against the sum of its disenchant materials.
- Carries for gold: players pay gold for dungeon and raid carries agreed in the LFG channel. Needs a strong character.
- Alt to 60: about 150 hours of play; an alt brings about 500 gold of its own from quests and vendor sales. (Estimate, not measured.)
What to Hold for Raid Demand
Raids unlock December 9. Hold Elemental Fire, potions and high-tier herbs until then to sell into first raiding demand. Flask herbs (Golden Sansam, Mountain Silversage, Dreamfoil, Icecap) feed the four new level 300 flasks. Thorium Ore and Rugged Leather feed level 300 Blacksmithing, Engineering and Leatherworking recipes. In Classic, raid materials rose in price once guilds started raiding — same pattern expected, not confirmed for Forever.
A Word on Buying Gold
Real-money transactions are not acceptable in WoW: Forever. A Blizzard community manager wrote on September 28, 2026 that Blizzard will increasingly action buyers’ accounts, remove illicit gold from recipients and can close accounts. The post asks players to be cautious with gifts from strangers and one-sided trades, because a recipient who knew or should have known the gold was illegitimate may also be actioned. Anyone selling beta “keys” or “invites” is running a scam — beta access is attached to your Battle.net account, not a code you can buy from a third party.
Patch State (as of November 8, 2026)
Launch: November 4, 2026, 3:00 p.m. PST (23:00 UTC). Build 1.60.1.70790. Everyone starts at level 1; beta characters wiped Oct 23. Name reservations opened Oct 27, ended Nov 3. Invite-a-Friend launch codes give free access Nov 4–11. Launch day queues of ~1,500–4,000 reported at ~3:10 p.m. PST, estimated waits 5–10 minutes.
Nov 5 hotfixes (10 fixes, posted 02:34 UTC Nov 6): Invite-a-Friend restriction fix (players stuck at level 10, barred from chat/guilds/parties/trading — fixed Nov 5, log out and back in if affected); Durotar Yarrog Baneshadow respawn; Zephras Druid trainer (Lotheluum Starbreeze); Zephras trade vendors now sell apprentice tradeskill bags; Dustwallow murloc respawns; Swamp of Sorrows Pelluk spawn; Mild Spices vendor price 2c → 1c; Plainsrunning can no longer stack in battleground prep, stacks cancelled when carrying a flag; Deathstalker Erland respawn.
Nov 6 hotfixes (36 fixes, posted Nov 7 01:06 UTC): Quick and the Dead Legacy Talent fix; Cooldown Manager now shows CC duration correctly; Druid Bloom now heals its target; Bear Form tooltip fix; Mage Research/Study spell fix; Arcane Blast duration fixed at 18 seconds; Shank Rank 1/2 tooltips; Voidwalker base health +~40 at all levels; Soul Siphon no longer causes Wrack to increase its own damage; Searing Dagger only on damaging spells; Tanning Rack skill requirement lowered to 125 (was 140); Maraudon Zaetar’s Spirit spawn fix; Blackmaw Hold + Drowned City creature disengage fix; Drowned City portal now teleports inside; Dun Morogh Grol’bolar Quarry trogg respawn; Vorsha the Lasher quest fix.
Nov 7 build (1.60.1.70862): detected on Battle.net CDN Nov 7. Changes Natural flasks and Adventurer’s Tent, updates class tooltips, supplies item details for 25 dungeon quest rewards.
Nov 10 class tuning (planned, Kaivax forum post Nov 6, 3:11 p.m. CT): Hunter pets, Warlock Voidwalkers, Affliction Warlock DoT value, Enhancement Shaman stat priority. No exact numbers published yet. “Class Tuning Incoming – November 10.”
Known issues (Blizzard thread, updated Nov 5, 18:26 UTC): PvP vendors unavailable in Orgrimmar, Stormwind, Dalaran; Ashenvale quest “Vorsha the Lasher” disabled until a crash is fixed; a cauldron near Roogug in Razorfen Kraul you can fall into and get stuck; gamepad error when deleting more than one rare/epic item; bank tabs shown outside their frame; flashing textures at Stormwind Keep entrance. Crashes: Mac (incl. M2), Deadmines and Ruins of Lordaeron dungeon crashes, stutters on level-up / quest turn-in / in combat. No crash fix shipped as of Nov 6, 13:15 UTC; no ETA.
Transports: boats and zeppelins getting lost in the maelstrom for extended periods (Aggrend, Nov 7). Temporary fix: teleportation gates placed near most docks and airship towers; proper fix going out in the morning, gates removed after verification.
Raids: Barrow Deeps (10 players, 8 bosses), Hyjal Summit (20 players, 13 bosses), Onyxia’s Lair (40 players) — all unlock December 9, 2026, weekly reset.
Related pages:
WoW Forever
WoW Forever Gold Farming Guide
WoW Classic Leveling Guide
WoW Leveling Guide
Frequently Asked Questions
How long does it take to level to 60 in WoW Forever?
Nobody has measured it yet. The beta stopped at level 30, and 1–30 is only about 12% of the total XP. A well-played first character is projected at roughly 100–120 hours, with community estimates up to about 150 hours. Treat those as projections, not measurements.
Are dungeons a good way to level in WoW Forever?
Once each, with all the quests in your log. A prepared first run can be worth one to two levels in the teens and 20s. Repeat runs without quests pay poorly because dungeon mobs give roughly 30% of their Classic XP.
Is the XP curve different from Classic?
The curve itself is unchanged — 1 to 60 takes the same 4,084,700 XP as Classic. What changed is where the XP comes from: dungeon quest XP was raised, dungeon mob XP was cut hard, and green mobs give 4–20% less than in Classic.
How do I make gold while leveling in WoW Forever?
Gather along your quest route. Mining, Herbalism and Skinning sell from your first node because the auction house started empty and 600+ new recipes all need raw materials. Save for the big bills: 100 gold for riding at 40 and 1,000 gold for epic riding at 60.
Can I buy a level boost or gold in WoW Forever?
Not from Blizzard — there is no WoW Token and no paid boost. Blizzard has said it is increasingly actioning buyers of illicit gold and can close accounts. Third-party services that take your login carry account risk.
Is there a Dungeon Finder in WoW Forever?
No. The Group Finder is a listing board — you post a group or yourself, other players browse and whisper, and everyone still walks to the entrance. The only summon is a Warlock’s Ritual of Summoning.
What is the best class for leveling in WoW Forever?
Beast Mastery Hunter, Frost Mage and Affliction Warlock are rated the fastest and safest solo picks. Warrior is rated the slowest solo without a healer. Hunter pets, Voidwalkers, Affliction and Enhancement Shaman are all due tuning on November 10, so re-check class advice after that lands.
Where should I level from 35 to 45?
Riverglades is the new zone built for the mid-30s to mid-40s, with more than 150 quests for both factions. You can also drop in for a few levels and return to Classic zones such as Stranglethorn Vale, Desolace or Arathi Highlands. Note the 30–60 route is untested in Forever — the beta stopped at 30.
Sources
Every fact in this guide carries its source. Launch and hotfix facts come from Blizzard directly; XP and dungeon numbers come from beta testers and are marked as such. Anything past level 30 is flagged as untested in Forever. Last checked November 8, 2026.
- Blizzard: Explore the new dungeons of WoW Forever (Oct 20, 2026)
- Blizzard: WoW Forever hotfixes, Nov 5–6 (posted Nov 7, 2026)
- ConquestCapped: WoW Forever Leveling Guide 1–60 (updated Nov 5, 2026)
- ConquestCapped: WoW Forever Rested XP guide (updated Nov 4, 2026)
- Timesaver: WoW Forever Leveling Explained (updated Nov 6, 2026)
- Timesaver: WoW Forever Patch Notes / Hotfix Log (updated Nov 7, 2026)
- Epiccarry: WoW Forever Gold Farming Guide (updated Nov 6, 2026)
- NerveHQ: WoW Forever Leveling, Professions, and Gold Guide
- ForeverDB: Getting Started (updated Nov 5, 2026)
- Icy Veins: WoW Forever hotfixes, November 6th (Nov 7, 2026)
- Eternadex: Forever vs Classic (Oct 28, 2026)
- GamerFuzion: Class Tuning Incoming, November 10 (Nov 7, 2026)