Builds, professions, leveling, gear and gold for your character, gathered from beta coverage and Blizzard's development notes.
Launch: 4 Nov 2026Level cap 60Checked against Blizzard notes of 26 Oct and hotfixes to 30 Oct 2026
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Until launch: 4 Nov 2026, 15:00 Pacific (23:00 UTC)
1
Start here: WoW refresher
Your first hour
Talk to NPCs with a yellow "!" above their head to pick up quests. A yellow "?" means you can hand one in.
Open the quest log (L) and the map (M) to see where to go.
Visit your class trainer in town every level or two to learn new abilities and stronger ranks of old ones.
Before you create a character: rulesets
Forever has no realms to pick. Instead you choose a ruleset: Normal, PvP, Roleplay or Roleplay PvP. A Hardcore ruleset comes later.
You can only group, join a guild, run dungeons and raid with players on the same ruleset and the same faction. If you play with a partner or friends, agree on both first.
A character can't move to another ruleset later, and character names are unique across your whole region.
First login: Experience Preset
The first time you log in, the game asks you to pick Classic or Enhanced. You only see this screen once.
Enhanced (Blizzard's pick if you're unsure): HD character models, quest markers on the map, one big bag, transmog on, and A/D to step sideways.
Classic: the original look, no quest markers, separate bags, transmog off, and A/D turn the camera.
You can change every setting later under Game Menu, Options. Dungeon appearance unlocks only show if transmog is on.
Things to carry
What food does for you
Eating refills your health after a fight. Drinking water refills your mana. You sit down while doing it and can't do it in combat.
Cooked food (from the Cooking profession or vendors) often adds a Well Fed buff with extra stats for a while.
New in Forever: being Well Fed also gives 5% more experience from kills (not from quests), so eating cooked food speeds up leveling.
Cheap habit: eat and drink together after pulls so health and mana come back at the same time.
Glossary
Term
Meaning
Your character
Why play it
Watch out for
Racial abilities
Getting started
Everything here is based on beta data. Blizzard says talents and abilities may still change before or after launch, so double-check numbers on day one.
Talent builds
Talents start at level 10, one point per level. Each tree has one-point "gold medal" talents at 11, 16, 21 and 31 points (16 is new in Forever). Dual Specialization unlocks at level 40, and you reset talents at your class trainer. The beta was capped at level 30, so anything above 30 is planned but not tested yet.
Level by level
Levels
Talent
What it gives you
Can I reset my talents?
Yes. Visit your class trainer in a major city and pay a fee to reset all points.
The launch price isn't announced. In the beta, Blizzard made the first reset cheap and the next ones much more expensive, with the price dropping back after an hour. Treat resets as something you do rarely.
From level 40 you can buy Dual Specialization: two saved builds you switch between, for example one for questing and one for dungeons.
Stat priority while leveling
Try builds in the Forever talent calculator. The Legacy perk "Talented" lets you start earning talent points up to 5 levels earlier.
Class
Azeroth map
The in-game world map of WoW Forever. Zone names that fit your current level glow green, and the numbers show your faction's route. Tap a zone (or anywhere inside it) for details. On a phone or tablet, zoom in with the + button and drag to move around.
Right for your levelAllianceHordeContestedNew in ForeverHas the chosen petRoute stop (number = order)Dungeon entrance (tap for name)CityFlight master you can useBoat or zeppelin
Tap a zone to see its level range and how it fits your route.
Pet spots marked with a star were confirmed by Forever beta testers. The rest are Classic locations in the same 2004 world, which Forever keeps, so they're likely unchanged. New rule from the beta: you can't tame a beast above your own level.
Leveling 1 to 60
Set your level in the bar at the top. The route, dungeon list, talent table and map all follow it. Zone levels are rough recommendations, and many are Classic ranges that Blizzard hasn't restated for Forever.
Route
Dungeons you can run
Dungeon
Levels
Where
How XP works now
Most dungeon XP now comes from each dungeon's quests, so pick them up before your first run. Repeat runs after the quests give much less.
Being Well Fed gives 5% more XP from kills.
A Leatherworking Camp Tent at a campfire tops your Rested XP up to 5% of a level. The Cozy Sleeping Bag, from a quest chain, adds a little more.
No teleporting into dungeons. You walk there, or a Warlock summons you.
Key milestones
Getting around
Professions
Professions were overhauled with over 600 new recipes and the Camping system. Pair a crafting profession with its gathering profession while leveling, then drop the gatherer later if you like.
Good fits for your class
Secondary professions
Cooking (take it)
Needed to build any campfire, and being Well Fed gives 5% more XP from kills.
First Aid
Bandages, healing potions (they moved here from Alchemy in Forever) and out-of-combat cures for poison, disease and bleeds.
Fishing
Feeds Cooking, and its Fish Bowl camp object gives one of the best camp buffs (more of all primary stats).
Camp buffs by profession
Profession
Camp object
Buff
Leatherworking
Camp Tent
Rested XP (up to 5% of a level)
Skinning
Camp Chair
Critical Strike (2%, all attacks and spells)
Mining
Lodestone
Melee Attack Power only (no help for ranged or spells)
Herbalism
Incense Candle
Intellect
Alchemy
Mana Well
Mana regeneration
Fishing
Fish Bowl
Primary stats
First Aid
First Aid Kit
Stamina
Enchanting
Enchanted Lute
Stats (resistances from level 30)
Tailoring
Faction Banner
Spirit
Blacksmithing
Sharpening Wheel
Strength
Engineering
Reagent Bot
Vendor (the higher-tier Repair Bot also repairs)
Camp rules: a campfire needs Cooking, lasts about 10 minutes and has a 5 minute cooldown. Each player places one camp object per hour. Camps hold 3, 5 or 10 objects depending on campfire tier. Sit or craft at the fire for 1 minute to get the buffs.
Limits, ranks and switching
How many can I have?
Two primary professions (for example Skinning and Leatherworking).
All three secondary ones on top: Cooking, First Aid and Fishing.
Rank
Needs
Skill cap
Apprentice
Gathering from level 1, crafting from level 5
75
Journeyman
Level 10, skill 50
150
Expert
Level 20, skill 125
225
Artisan
Level 35, skill 200, special trainer
300
Can I change a profession?
Yes. Open the Professions window, click the red X next to the profession and type the confirmation word.
You lose all skill in it and start again from 1 if you come back.
Cooking, First Aid and Fishing can't be unlearned, but they don't use a primary slot anyway.
Swapping a gathering profession early is cheap. Settle your crafting profession early too: many new recipes are bought with Merchant's Favor and trade faction reputation, which take time to build.
Gear and weapons
Armor
Weapons
What every stat does for you
Stat
What it does
Worth it?
Upgrades while leveling
Level
Item
Source
Other notable pieces
Itemization changes
Hundreds of new dungeon items, many with situational bonuses (for example against a creature type or in a certain kind of zone).
When a bind-on-pickup green or blue item drops in a dungeon, everyone in the group who could use it unlocks its appearance. Epic appearances only go to the player who gets the item.
Expertise is a new stat that lowers enemies' chance to dodge or parry. Sources disagree on how much weapon skill is left on items.
Level 60 best-in-slot lists are not out yet. The first raids (Barrow Deeps, Hyjal Summit and Onyxia's Lair) open on 9 December, so check for updated lists then.
Field notes
Legacy system (press Y)
Account-wide points from milestones such as reaching 25, 45 and 60 on each class, profession skill 150, 225 and 300, PvP ranks, groups of dungeons cleared, raids, reputation and exploring.
Each character can spend up to 16 points at launch.
Good early picks: Talented (talent points from level 5, uses up to 5 points), Well Rested, Frequent Flier (flights cost half and are 20% faster).
Handy macros
Playing together
Pick your partner's class to see how the two of you fit: who tanks, who heals, what you each bring and where you'll compete for loot.
To play together you both need the same ruleset (Normal, PvP or Roleplay) and the same faction. Characters can't move to another ruleset later, so decide before you create them. Tip: invite each other to a group before you meet up, because the world is split into copies (layers) and the game may ask before moving you to your partner's.
Sharing loot
Agree on a rule before the first drop, like taking turns or whoever gets the bigger upgrade.
When a bind-on-pickup green or blue item drops in a dungeon, you both unlock its appearance, so losing a roll doesn't cost you the look. Epics only unlock for whoever gets them.
Split professions
Don't both take the same gathering profession. A corpse can only be skinned once, so two Skinners fight over every beast.
Each of you can place one camp object per hour, so two different professions mean two different camp buffs at the same fire. Only the person building the fire needs Cooking.
Mail each other materials instead of selling and buying them back on the auction house.
Travel and downtime
Eat and drink at the same time so you're both ready together.
Do the same quests side by side. Kill XP is shared in a party (Classic rule, assumed unchanged), but each of you gets full quest XP.
Dungeons
A normal dungeon group is five players: a tank, a healer and three damage dealers.
List yourselves together in the group finder, or befriend a tank and healer while questing.
Attack what the tank is attacking, and let the tank pull.
Gold and the auction house
Forever has no WoW Token and Blizzard has no plans for paid boosts, so every coin is earned in game. Launch week is when gold is scarcest and raw materials are worth the most, because over 600 new recipes need materials nobody has stockpiled yet.
How the auction house works
Where and what it costs
Sell at your own faction's house: its cut is smaller than at the neutral ones.
Listing costs a small deposit based on the item's vendor price and the listing time. You get it back when the item sells, and lose it if it expires.
New in Forever: a column shows the level needed to equip gear, and suffix stats (like "of the Monkey") are visible.
How to figure out a price
Search the item and look at the cheapest several listings, not just the lowest one. One very cheap listing is often a mistake or a dump.
Check again on a different day or evening. Prices swing a lot at launch.
List slightly under the usual price, by a few copper or silver.
Compare with the vendor price. If the auction price minus the cut is close to what a vendor pays, just vendor it and save the hassle.
If nobody buys after two listings, it's priced too high or nobody needs it. Lower it or vendor it.
Vendor, auction or keep?
Item
What to do
Why
Grey items (junk)
Vendor
They only exist to sell to vendors.
White gear you don't use
Vendor
Rarely sells on the auction house.
Green and blue gear you don't need
Auction
Other players level through the same zones and want upgrades. Check the level column.
Cloth (Linen, Wool, Silk, Mageweave, Runecloth)
Auction, keep some
Bandages, Tailoring and trade crates all use cloth. Keep enough for your First Aid.
Leather
Keep what your crafting needs, sell the extra
Leatherworking eats a lot of it.
Herbs, ore and metal bars
Auction
Every crafter needs them at launch.
Bags
Auction or keep
Every class needs them. Use them yourself first.
Crafted items you made only to level a profession
Auction if they sell, otherwise vendor
Blizzard cut the vendor price of many crafted items, so crafting to vendor rarely profits.
Recipes and patterns you can't use
Auction
Often worth more than the gear around them.
Waylaid Crates
Use or auction
They drop in the world. Guides say you fill one with the materials it asks for and hand it in to the Azeroth Commerce Authority for Merchant's Favor, which buys recipes and cosmetics.
Likely to rise in price
These are educated guesses based on launch timing, not promises. Prices depend on your server.
First two weeks after launch
Raw materials of every kind: few people have professions leveled, so supply is low and demand is high. Selling materials early often beats crafting with them.
Mid-level materials (Silk, Mageweave, Iron, Mithril, mid herbs): almost nobody reaches those zones in week one, so early sellers name their price.
Bags: everyone wants more space right away.
Worth holding for later
Potion and flask herbs: demand jumps when the first raids open on 9 December. Stockpiling some herbs in November and selling in December is a common play.
Runecloth and Thorium-tier materials: needed by everyone at level 60, so prices hold up as the server levels.
Materials for your own crafting: anything your profession will need at higher skill is usually cheaper to keep than to buy back later.
Price ceilings to know
A Black Market vendor in Powderfuse Port (Riverglades) was seen in the beta selling Black Lotus and Arcane Crystal for 50 gold each. Whether there's a purchase limit isn't confirmed. Players won't pay much more than that on the auction house.
Big expenses coming
Riding at level 40. Start saving early.
Talent resets get expensive fast if you repeat them.
New ranks of abilities at your trainer every level or two.
Habits that make you rich
Earn more
Loot everything. Small amounts of silver add up to your mount.
Sell early. Materials fetch their best prices in the first two weeks, before many players have gathering professions leveled.
Craft to order. Most new recipes barely break even, so make items when someone asks and pays, instead of filling the auction house.
Flip carefully. When something is listed well below its usual price, buy it and relist at the normal price. Only do this with items you've watched for a few days.
Sell green gear from your level range instead of vendoring it. Players right behind you need it.
Spend less
Don't die. Every death damages your gear and repairs cost gold. Don't pull more than you can handle.
Don't buy what you can gather. If you gather for your own crafting, never buy those materials.
Pick your talent build and stick with it. Repeat resets get expensive fast.
Skip ability ranks you never use. If you don't press a spell, don't pay to upgrade it.
Stay out in the world. Camps give buffs, a Camp Tent gives Rested XP, and an Engineer's Reagent Bot lets you sell junk and buy supplies without flying back to town.
Sell at your own faction's auction house rather than a neutral one.
Legacy perks that save gold
Frequent Flier: flights cost half and are 20% faster.
Bartering: up to 10% cheaper vendor prices. It doesn't discount training (including riding) or repairs.
Reinforce: less gear damage when you die, so cheaper repairs.
Bountiful Harvest: more rare materials from Skinning, Mining and Herbalism.
Playing as a pair
Pool your materials. One of you crafts for both, so you never pay another player for something you could make.
Split gathering professions so you cover more materials between you (for example, one skins, the other mines or picks herbs).
Mail each other materials instead of selling and buying them back.
Never buy gold from websites. It breaks Blizzard's rules and can get your account banned, and in Forever there's no legal way to turn real money into gold. Blizzard also locks trade, mail and the auction house on accounts suspected of buying gold, and on 27 Oct banned accounts where gold for a paid dungeon run passed through a middleman: if you ever pay another player, send the gold straight to them.
Launch checklist
Tick things off as you go. Your progress is saved in this browser only, separately for each character.
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Choose your hero
Pick a faction, a race and a class. You can change this any time.