Walkthrough

WoW: Forever leveling guide 1 to 60: dungeon XP rules, quests and level-by-level content

World of Warcraft: Forever screenshot

The short answer

Dungeon kills
Blizzard raised dungeon kill XP by 50% on November 8 at about 11:05 PST, after a raise of roughly 20% during the beta.
Dungeon quests
Still cut. Since October 1, dungeon quests pay 50% less of the extra XP above normal quest values. The November 8 hotfix changed kills only.
Quests or dungeons
In October, Blizzard said perfect dungeon play would be “very close, if not equal” to optimal questing. It has not restated that since the hotfix, and no official XP rate exists for either route.
At level 60
Quests reportedly pay no bonus gold at the cap. Blizzard has not said so publicly. Either way, turn your quests in before you ding 60.
Jump to the XP rules
+50%
Dungeon kill XP, Nov 8
13 to 60
New dungeon levels
206 to 207g
Class training, 1 to 60
Nov 4
Launch date
9 min
Read time
Nov 2026
Checked on
A party of WoW Forever adventurers resting around a campfire at night in a forest
Forever levels on a tighter XP budget than Classic Era in dungeons, and Blizzard is still adjusting it.

Dungeon kill XP rose 50% on November 8, after a 20% raise in beta

World of Warcraft: Forever launched November 4 with a dungeon XP model Blizzard has changed several times, and it changed again four days later. Community manager Kaivax posted on November 8: “At about 11:05 PST today, we deployed a hotfix that increased kill experience in dungeons by 50%, so it feels better to go back in for more runs.” Blizzard’s stated reason is repeat runs, and the change landed within the first week after launch.

The rules below come from Blizzard’s own beta development notes and hotfix posts. Each date is when Blizzard posted the change.

DateChangeWhat it affects
October 1Dungeon quests “reward 50% less extra experience beyond normal quest values”Dungeon quest turn-ins
October 8Experience from dungeon creatures “increased by approximately 20%”Dungeon kills
October 8Party XP penalty based on the highest-level member reverted to the Classic Era calculationMixed-level groups
November 2“Adjusted experience values on various quests”, with no list or numbersSome quests
November 8Kill experience in dungeons increased by 50% (hotfix)Dungeon kills

Three things the notes do not give you. We found no Blizzard figure for how far dungeon kill XP sits below Classic Era, so nobody outside the studio can state a total percentage. The November 8 post does not say what base the 50% applies to; the plain reading is the live value at the time. And no post gives XP per level or a target time to reach 60. Any exact rate you see elsewhere is someone’s measurement, not a Blizzard number.

Dungeon quests pay half the bonus XP they paid before October 1

Read the October 1 line carefully. It is not “dungeon quests give half XP”. Dungeon quests carried extra XP above a normal quest, and it is that extra amount that was cut in half. Blizzard’s note framed it as a response to “feedback on leveling speed”. Nothing in the later notes reverses it, and the November 8 hotfix only mentions kills.

On Blizzard’s dungeon podcast on October 8, the designers said the first clear with the quests in your log is meant to be the big payoff, as in original WoW. They also said the point was not a single visit: “We don’t necessarily want you to just run it once and be done with it.” The same segment conceded the cut sat badly with quests that need several runs, like Wailing Caverns’ Deviate Hide collection, saying the XP change “wasn’t congruent with a lot of classic quest design”. Kaivax’s sign-off on the November 8 post, “good luck with those Deviate Hides”, reads like a nod to that.

Group XP now uses your own level, unless someone far outlevels the mob

Before October 8, kill XP in a party was penalized by the highest-level member. Developer Aggrend’s example: in Deadmines with four level 20s and one level 25, the level 20s got very little per kill. That was reverted to Classic Era logic: “only the individual’s level matters.”

The exception is the one to remember if you plan on a high-level friend carrying you. The notes say: “if a member of the party is at a vastly higher level than the enemy being killed, then no player in the party will receive XP, as intended.” Blizzard gives no exact gap. That line covers kill XP. We found no Blizzard statement on how a higher-level party member affects quest XP.

Grouping is limited too: characters can group, run dungeons and raid only with players on the same ruleset and the same faction, so settle both with friends before anyone rolls. On the October 8 podcast the designers also said there would be no summoning stones, because the trip to the dungeon counts as part of it, so plan travel into your sessions. If you are tanking those groups, our Paladin tank guide covers Seal of Fury and the launch talents.

Blizzard wants dungeons close to questing speed, not ahead of it

Before the November 8 buff, Aggrend set out the intent in plain terms: “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.” He also wrote: “XP gain is not going to be what it was in era, but it should feel significantly better now.” On dungeon cleaving to 60, he said that style being the fastest way to level “does not pass that muster” against the team’s design pillars.

That statement predates a 50% buff, and Blizzard has not said whether dungeons have now passed questing. On the podcast, a designer described the target as somewhere that feels good without being “the optimal thing to do”, using 50 runs of Scarlet Monastery Cathedral from 30 to 50 as what they do not want. Expect more tuning, in either direction.

Players are split. An r/classicwow thread arguing the cuts do nothing about boosting and only push people out of dungeons drew more than 350 upvotes before the hotfix, while a reply in a community discussion said leveling through it is “slower but by no means is it as bad as ppl are making it sound”.

Two Blizzard notes affect early pacing. Respawns were sped up for launch, “with starting zones being the fastest”, and Blizzard says it will bring low-level zones “down to more typical rates” once the launch surge settles, so crowded starting zones will not stay this forgiving. And class setup moves your pace more than route trivia: check the talent changes, how hit and crit work now, and your race’s reworked abilities. Blizzard also warned on November 6 that Enhancement Shamans leveling up “will want to collect Strength and Attack Power gear from now on” ahead of tuning on November 10.

New zones and dungeons cover every bracket from 13 to 60

Forever has no level scaling, so a zone’s bracket is where its mobs actually are. This table merges the new questing and dungeon content by level. Dungeon ranges are from Blizzard’s dungeon overview, which supersedes the BlizzCon numbers. For the full detail see our zone guide and dungeon and raid list.

LevelsNew questingNew dungeon
1 to 12Zephras Isle (Skyborne only); new quests in every other starting zoneNone
13 to 20Original zonesHall of Thanes 13 to 18, Ruins of Lordaeron 15 to 20
20 to 33Wetlands additionsExcavation Site 24 to 29, City of Dalaran 28 to 33
30 to 40Desolace additions; Shen’dralas (no published range)The Drowned City 35 to 40
Mid-30s to mid-40sRivergladesKrol’dok Stronghold 40 to 45
45 to 55Azshara additionsAlcaz Prison 48 to 53
55 to 60No new zone listedBlackmaw Hold 55 to 60, Shaper’s Terrace 58 to 60
60Mount HyjalRaids open December 9

The Wetlands, Desolace and Azshara rows use each zone’s existing Classic bracket, because Blizzard gave no separate range for the new quests. Shen’dralas still has no official level range at all. Blizzard’s launch article gives the Riverglades “more than 150 new quests” across the mid-30s to mid-40s; our zone guide tracks how that figure moved.

A hulking pale abomination stalking through green-lit grounds of the Ruins of Lordaeron dungeon in WoW Forever
Ruins of Lordaeron, 15 to 20, is the Horde’s home dungeon. Hall of Thanes under Ironforge is the Alliance’s, and each side has to travel to reach the other’s.

Plan two trips ahead. City of Dalaran needs an attunement chain, started from Emissary Jacques in Southshore for Alliance or Magus Wordeen Voidglare in Tarren Mill for Horde, so begin it before you reach the dungeon’s range. Shaper’s Terrace needs power crystals gathered around Un’Goro first. If your route crosses water, our ship routes guide has the new docks, including the Steamwheedle sailing to Powderfuse Port in the Riverglades.

Stone gate of the City of Dalaran dungeon in WoW Forever, flanked by purple banners and pink arcane constructs
City of Dalaran, 28 to 33. It is the only new five-player dungeon with an attunement.
A wrecked ship on a shallow coral shore at The Drowned City in WoW Forever
The Drowned City, 35 to 40, off the Stranglethorn Vale coast. The entrance is underwater.
A furbolg with a spear standing on a wooden dock among red-leaved trees at Blackmaw Hold in WoW Forever
Blackmaw Hold, 55 to 60, in Azshara. Its deepest tunnels connect to the Barrow Deeps raid.

Quests reportedly pay no bonus gold at 60, so turn them in before it

In Classic Era, a quest finished at the level cap converts its XP into gold. In Forever that payout appears to be gone. As we reported, streamer JokerD said on stream that a Blizzard developer told him the change was intentional, and that a weekly quest paying a random amount of gold might replace it. That is secondhand, and as of November 8 we found no public Blizzard post confirming either part. Players are asking for clarity on the official forums.

The practical result is the same whichever way it lands. The old habit of banking quests until 60 for a first pile of gold no longer has a confirmed payoff, and a quest turned in before 60 still pays XP while one at the cap cannot. Clear your log on the way up, especially before your last level.

Budget for the road as well. Blizzard says total class training from 1 to 60 now costs between 206 and 207 gold for every class, and the cost of your first mount moved into riding training, which our ship routes guide covers.

Rest, XP food and Legacy’s Well Rested are the speed you control

Camping is a leveling tool, not just a social one. A Leatherworker’s Camp Tent raises the rested XP of anyone sitting nearby “by 5% of a level”, and does nothing if your rested XP is already above that. Blizzard’s camping overview says players sitting or crafting at a campsite for at least one minute gain the camp’s benefits, and all camp features share a one-hour cooldown. The beta notes also name a Boosted Rest debuff tied to a camp feature, so check your debuffs if a camp stops helping.

A player's campsite in WoW Forever: a Camp Tent, campfire and characters resting beside a road in a forest
A Camp Tent needs Leatherworking 20. A Basic Campfire comes from Cooking.

Food is the second lever. At BlizzCon, designer Josh Greenfield said “almost all crafted food will give some form of a stat boost, as well as a small XP buff”, and the Well Fed slide showed experience from kills up 5 percent for 15 minutes. That percentage is from September, so read the tooltip on the food you actually make.

Third is the Legacy system. Its Well Rested perk raises your rested XP cap and speeds up how fast rested XP builds. For most players Legacy opens when their first character reaches level 25, and each character can spend up to 16 points at launch.

The first level 60s landed about 52 hours after launch

Forever opened at 3:00 p.m. PST on November 4, which is 23:00 UTC. A community stream tracker logged JokerD’s five-player group reaching 60 first: the Undead Paladin Cloud Bells at 03:10 UTC on November 7, the other four within two minutes. That is about 52 hours after launch, and still November 6 in US time zones. Treat it as reported, not official: Blizzard has not published a time, and a second unofficial register that logs profile snapshots shows later times. This was a dedicated race by a five-player party, so it is no pace for anyone else to measure against.

FAQ

How much did the November 8 hotfix raise dungeon XP?

Blizzard says kill experience in dungeons went up 50%, deployed at about 11:05 PST on November 8. It did not mention quest XP.

Did Blizzard cut dungeon quest XP in WoW Forever?

Yes, on October 1 in the beta: dungeon quests reward 50% less of the extra XP above normal quest values. Normal quest XP was not halved, and nothing since has reversed it.

Is it faster to level in dungeons or by questing?

Blizzard said in October that perfect dungeon play would be close to or equal to optimal questing, before the 50% buff on November 8. It has not restated that since, and no official rate exists for either.

Can a high-level friend carry me through dungeons for XP?

Not for kill XP. If a party member is far above the mob’s level, no one in the party gets kill XP. Blizzard does not state how far.

Do quests still give gold at level 60?

Reportedly not. Streamer JokerD said a Blizzard developer told him so. Blizzard has not confirmed it in public as of November 8.

What level is City of Dalaran and Krol’dok Stronghold?

City of Dalaran is 28 to 33 and Krol’dok Stronghold is 40 to 45, per Blizzard’s dungeon overview. The island prison is now called Alcaz Prison, 48 to 53.

Checklist

0 of 10

Source & credit

XP rules come from Blizzard’s own words: Kaivax’s beta development notes (October 1, October 8 and November 2), the November 8 hotfix post, the November hotfix thread, the launch-time post, Aggrend’s October 8 forum reply and the WoW: Forever Podcast episode 3, read from auto-generated captions. Dungeon ranges, camping and Legacy details are from Blizzard’s news articles linked above. The level 60 timing comes from a community stream tracker. Images are Blizzard’s official art from its Forever news posts.

Did this help you find what you were looking for?

Next for World of Warcraft: Forever