Duo Leveling Guide
Which two classes go together, which race goes with each of them, how to split the professions and the campfire — and what to do if you start apart. Forever changed three things that decide which duo is fastest, and the first of them, dungeon experience, was retuned twice during the beta: as of the 8 October build Blizzard's stated target is that an hour in a dungeon is worth about an hour of questing — no jackpot either way.
On this page 10 sections
Source tiers
- Official or client data
- Verbatim reporting, hands-on
- Provisional or placeholder
- Our analysis
→ Day One for a Duo · → Professions 1–300
Day One is the launch-day companion to this page: where every race starts, the name-reservation window, an hour-by-hour plan for 4 November, and how to reach each other when you have no mount, no summon and no portal. Professions 1–300 routes every profession, and shows where the auction house helps.
The three changes that decide this Source tier A — official Blizzard or live client data: A
Before the beta, Kris Zierhut told The Sun that dungeon kill XP had been “brought way down” and dungeon quest XP made “much, much, much higher” — a one-time payout per dungeon. The beta then moved it back twice:
- 1 October: “Dungeon quests now reward 50% less extra experience beyond normal quest values.” Source tier A: A
- 8 October: experience from dungeon creatures raised by about 20%, and kill XP is no longer penalised by the highest-level party member — it is back to the Classic Era per-member rule. A vastly higher-level member still zeroes everyone's XP. Source tier A: A
Aggrend's stated intent after the 8 October build: optimal dungeon XP per hour should be about the same as optimal questing, and “not going to be what it was in era.” So neither dungeon spam nor a one-time dungeon jackpot is the plan any more. Run a dungeon when it is convenient — for the gear, the quests you already hold, or because a group formed — not because the experience demands it. Being able to fill a five-man quickly is now a convenience, not an XP multiplier.
Almost all crafted food grants a stat buff and +5% experience from kills, on a 15-minute Well Fed that costs 10 seconds seated. Over a full levelling run that is days of played time. It is also the cheapest buff in the game and almost everyone will forget to keep it up. Food reference →
A campfire takes three objects and each nearby player may contribute exactly one. Solo, you get one buff. As a pair, you get two — and the two best ones in the game come off skills you can cap in an afternoon. This is the single biggest mechanical advantage of levelling in a pair and almost nobody is going to use it. The maths →
Solo levelling speed, all nine classes Source tier D — our analysis: D
This is our ranking, not anybody's published tier list — no credible outlet has published Forever class rankings, and the ones search engines return are hosted on boosting sites. It weighs the four things that actually consume levelling time in a vanilla-lineage game: time per kill, downtime between kills, death rate, and travel. Blizzard has stated the target is 10–15 seconds to kill an ordinary creature solo, so raw damage differences between classes are smaller than the downtime differences.
| # | Class | Why | Forever changed |
|---|---|---|---|
| 1 | Hunter | A pet that tanks, damage from 40 yards, and tracking that turns “where is the quest mob” into a minimap dot. Lowest death rate of any class. | Lone Wolf (Marksmanship 11-point talent) is a petless play style, so the class now has a second, faster, riskier gear. Aimed Shot is baseline at 20 and traps work in combat. Since 15 October Auto Shot needs you to stand still for 0.5s before it fires. |
| 2 | Warlock | The other pet class, plus self-sustain that removes downtime entirely — Drain Life, Healthstone, and health-to-mana conversion. Soulstone means a death costs you seconds, not a corpse run. | The most rebuilt class in the game: Curse of Agony and Curse of Doom are now Banes (one per Warlock per target), Life Tap scales with Spirit, and Soul Harvest (renamed from Soul Harvesting) now genuinely restores mana. |
| 3 | Mage | Fastest cast-to-corpse at range, free food and water so consumables cost nothing, and the best AoE grinding in the game. Blink and Frost Nova mean bad pulls are survivable. | Ice Lance is the Frost 11-point talent (+200% against Frozen targets since 15 October, was +300%), so Frost hits harder much earlier. Conjured food may now grant Well Fed — unconfirmed, and worth testing. |
| 4 | Druid | Travel Form. Movement is a bigger share of levelling time than anyone accounts for, and the Druid deletes a chunk of it before mounts exist. Cat damage, Bear panic button, own heals. | Feral has two 16-point talents: Primal Bite (renamed from Mangle) for Bear and Shifting Power (mana into Energy) for Cat, which replaced Tiger's Fury; Druids learn Revive, an ordinary out-of-combat resurrect, at 12. |
| 5 | Paladin | Kills slowly, but almost never dies and almost never sits down. In a game where downtime is the tax, that is competitive. | The biggest levelling gain of any class. Holy Strike at level 6, Consecration baseline at 20, and Seals no longer consumed by Judgement. Classic Paladin levelling was auto-attack; this is not. |
| 6 | Rogue | Very fast kills and, underrated, Stealth skips content — walking past four guards to click a quest object is pure time saved. No heal is the cost. | Most conservative class in the rework. Mutilate and Venom give Assassination a real identity. |
| 7 | Shaman | Self-heals, totems, and Windfury makes kills spiky and fast. Held back by mana and by the fact that totem upkeep is a tax on every pull. | Hybrids now get itemization support, and healers get bonus healing converted to ⅓ bonus damage — which is the change that makes questing as a healing spec tolerable. |
| 8 | Priest | Safe, slow, wand-heavy. Shadow is the levelling answer and it arrives late. | Devouring Plague and Fear Ward are baseline at 20 for every race, Divine Spirit at 30 and Shadow Word: Death at 32. Wands no longer gain damage from spell damage (24 September), so wand damage comes from the wand itself and Wand Specialization, and since 15 October a wand needs you to stand still for 0.5s before it shoots. Priest path → |
| 9 | Warrior | No heal, constant food breaks, the highest gold cost in the game, and the most gear-dependent damage. Blizzard did not fix this and did not intend to. | Victory Rush (learned at level 20) is a genuine improvement, and Whirlwind now hits with both weapons baseline, but the class is still last. Warrior's reward comes at 60, not on the way there. |
This orders speed from 1 to 60. It says nothing about who is strong at 60, and Warrior being last here is entirely compatible with Warrior being the best tank in the game when it arrives. Blizzard's stated design goal, in our words, is bring anyone, stack nobody — all 27 trees raid-viable, with specs explicitly unequal in their strengths.
The best pairings, ranked Source tier D — our analysis: D
A duo is not two solo players. The metric changes to: can one of you hold a mob still, can you chain-pull without sitting, does a death cost a corpse run, and can you fill a five-man on demand — that last one less urgent since the October dungeon-XP retune above, but still the difference between waiting twenty minutes for a group and two. The first three rows are ranked for levelling speed, in that order; places 4–6 are a judgement call.
One of you should bring a body that is not a player character, and one of you should be able to form a group. A pet satisfies the first. Being a tank or a healer satisfies the second. This used to matter more, while dungeon quest experience was a front-loaded jackpot; after the two retunes above, the stated target is dungeon XP per hour about equal to questing Source tier A — official Blizzard or live client data: A. Group-forming still buys you gear, safety and convenience, just not a big XP spike — which is why Mage + Warlock ranks second for levelling speed and Hunter + Priest or Paladin third. A pairing that does both — Paladin and Hunter, Priest and Warlock, Druid and Hunter — beats a pairing that does neither, even when the second has better damage on paper.
| Pairing | Verdict | What it gives you | What it costs |
|---|---|---|---|
| 1. Hunter + Warlock | Fastest outdoors | Two pets means two tanks. You are a four-body group pulling three mobs at a time and never stopping. Both damage at range, both sustain themselves, Soulstone reduces a wipe to seconds, and tracking finds quest mobs without a database. Nothing else chain-pulls this comfortably. | Neither of you can fill a five-man on demand. |
| 2. Mage + Warlock | Best grinding, cheapest | The strongest AoE pairing and the strongest crowd-control pairing — Polymorph plus Fear plus Banish handles anything that goes wrong. Conjured food and water means neither of you spends gold on consumables for sixty levels. Forever trims big-pull AoE farming (Improved Blizzard slows 40%, Cone of Cold is shorter), but since 15 October Cone of Cold slows its first four targets 10% more and 3s longer Source tier A — official Blizzard or live client data: A, so small pulls are back. | No tank, no healer. A bad pull is a wipe rather than an inconvenience, and you wait for dungeon groups. |
| 3. Hunter + Priest or Hunter + Paladin |
Best all-round | The pet tanks, the healer keeps the pet alive, and you chain-pull indefinitely; beside a Paladin the pet is a second body to hold threat. And you fill a dungeon group in two minutes instead of twenty, and almost never wipe outdoors. The best pair for groups, safety and gear; on raw speed it is third, because instant groups no longer turn into extra experience. | Slower per kill than two damage dealers. |
| 4. Druid + anything | Most flexible | One Druid is the tank when you need a tank and the healer when you need a healer, and respec is a gold cost, not a reroll — if your partner is undecided, the Druid makes their choice irrelevant. Travel Form deletes a chunk of pre-mount travel. | Master of none until you commit at 60. |
| 5. Paladin + Warlock | Underrated | The Paladin is the most improved levelling class in Forever — Holy Strike at 6, Consecration baseline at 20 — and the Voidwalker gives the pair a second body. Fills groups instantly. | Slow kills early. |
| 6. Warrior + Priest | Better than Classic | The canonical pairing: the Priest erases the Warrior's worst levelling problem (downtime and death), and in Forever it is a better one: Victory Rush at 20, critical strikes give +100% rage, and Blizzard says Power Word: Shield no longer costs the Warrior rage (absorb fix in the 8 October build). Since 1 October Unbridled Wrath “no longer grants twice as much Rage to two-handed weapons”; our levelling build is still Fury with whichever two-hander hits harder. Tank plus healer forms a dungeon group by itself. Best if the Warrior means to tank at 60. Priest path → | The slowest kills of the common pairs; low damage until about 20; no pet body for multi-pulls. |
| Two melee, no pet | Avoid | — | Two Rogues or two Warriors: no way to hold a third mob, no heal between pulls, and nothing a group is short of. The one pairing actively worse than either of you soloing. |
If you are already running two casters Source tier D — our analysis: D
It is the best grinding pair in the game and the cheapest to run. The one pairing above it, Hunter + Warlock, buys you a second pet; Hunter + Priest or Paladin, just below, buys group-forming — real advantages, but the switching cost is a character you already enjoy. A pairing you keep playing beats a theoretically better one you abandon in a week.
Patch the two holes instead:
- No group-forming → one of you levels a Hunter, Paladin or Priest alongside as a second character. In Forever this is not wasted time: Legacy Points are account-wide and levelling a second class earns them.
- No tank → the Warlock's Voidwalker is the tank. Keep it out, keep it talented, and stop treating the Succubus as the default.
- Both squishy → this is what the campfire pair-buff is for. Fish Bowl and Camp Chair between you is +8% to every stat and +2% crit, permanently, for two skills you can cap in an afternoon.
The one swap genuinely worth considering: if the Mage player would enjoy a Hunter, that single change takes you from second on the list to first, adds a pet, keeps the ranged playstyle, and adds tracking. Everything else on the list is a bigger change for a smaller gain.
The race that goes with each pairing Source tier D — our analysis: D
Two constraints fight each other here. The best racial for your class is one thing; starting in the same zone as your partner is another, and the second one matters more in week one. These tables resolve them for the 15 October racials — the per-class race ranking is the Races table on each class page (Hunter, Mage, Warlock, Priest…) and every racial is on the Races page. Skyborne ranks first or second for every class it can play (Wind Blessed is now +3% haste) but starts on Zephras Isle: in a pair, either both of you roll Skyborne or one waits about twelve levels.
● Horde — the Valley of Trials solves almost everything
| Pairing | Races | Start together? | What you give up |
|---|---|---|---|
| Hunter + Warlock | Orc + Troll | Same cave | Nothing. Orc is the top Horde Hunter race (Savage +1% crit, Blood Fury) and Troll the top Horde Warlock race since 15 October (Berserking unchanged, Blood Fury now on a 3-minute cooldown). 🆕 Troll Warlock is new in Forever, and both start in the Valley of Trials. |
| Mage + Warlock | Troll + Troll | Same cave | Nothing. Troll is our top Horde race for both since 15 October. 🆕 Orc Mage + Orc or Troll Warlock is close behind in the same cave (Savage now counts for casters). Undead + Undead (Tirisfal) gives up about a point of damage for Cannibalize, Touch of the Grave and Will of the Forsaken. |
| Hunter + Priest | Orc + Troll | Same cave | Undead is the better Priest race (two race spells, Cannibalize restores mana, Touch of the Grave procs 30% for casters, Will of the Forsaken) but it starts on another continent. Troll Priest (Berserking, Regeneration now 20%, Hex of Weakness and Shadowguard) costs you a little and saves you twenty levels of separation. |
| Warrior + Priest | Undead + Undead | Same zone | Nothing that matters. Undead is the Horde Priest pick; an Orc Warrior would gain only about a point of damage and lose the shared Tirisfal start. Both get Cannibalize between pulls and Will of the Forsaken. |
| Paladin + anything | Undead + … | No | 🔴 Undead is the only Horde paladin and starts in Tirisfal. Either your partner also rolls Undead, or you are apart until the zeppelin. |
| Druid + anything | Tauren + … | Barrens, ~11–12 | Tauren start in Mulgore, one zone away. Cheapest separation on the list. Windshaper Skyborne is the top Druid race on +3% haste but starts on Zephras Isle; Tauren is the Bear pick. |
● Alliance — Coldridge Valley is the equivalent
| Pairing | Races | Start together? | What you give up |
|---|---|---|---|
| Hunter + Priest | 🆕 Human Hunter + Human | Same zone | Nothing. Since 15 October Human is the top Alliance race for both: Ruthless (+2% crit, no weapon needed) works at range and for spells, and the Priest adds Divine Grace and Feedback. Dwarf + Dwarf (Coldridge) is the fallback; Fear Ward is baseline for every Priest at 20, so the Dwarf Priest's old edge is gone. |
| Hunter + Warlock | 🆕 Human Hunter + Human | Same zone | Nothing. Human is now the top Alliance race for both (Ruthless; The Human Spirit feeds Life Tap). 🆕 Human Hunter is new in Forever and it is the only way to put a Hunter and a Warlock in the same starting zone. |
| Mage + Warlock | Human + Human | Same zone | Very little. Skyborne is the top Mage race (+3% haste), but there is no Skyborne Warlock and it starts on Zephras Isle; Human is second for Mage and first for Warlock. Gnome + Gnome (Coldridge) is close behind and keeps the mana edge (Expansive Mind). |
| Paladin + anything | Human + … | Same zone with a Human partner | Human is the top Paladin race (Ruthless, The Human Spirit) and the first or second Alliance pick for every class it can play. Dwarf (Stoneform for Prot, and Earth Fury is now a healing-crit passive) keeps you in Coldridge with a Gnome or Dwarf partner. |
| Druid + anything | Night Elf or Skyborne + … | No | 🔴 Night Elf starts on Kalimdor, two boats from everyone else. High Order Skyborne, the top Druid race since 15 October (+3% haste), starts on Zephras Isle, so a Skyborne partner (Warrior, Hunter, Rogue, Mage or Druid) is the only way to start together. |
A sub-optimal racial costs you a percent or two forever. A different starting continent costs you the first twenty levels of playing together. Take the racial hit. The one exception is a class with only one race available — Undead Paladin on the Horde, Dwarf Shaman on the Alliance — where there is no choice to make and you plan around it instead.
The campfire maths — the part nobody will use Source tier A — official Blizzard or live client data: A
Every profession, including the gathering and secondary ones, unlocks a camp object at skill 20 that grants a party-wide buff to everyone resting at the fire. The rules that matter:
- A Basic Campfire takes three objects, and each nearby player may contribute one. A solo player gets one buff. A pair gets two.
- You become eligible by sitting for one minute — and crafting at the fire counts as sitting, so a tailor pays nothing for it.
- Buffs run about an hour; camp features share a one-hour cooldown and the campsite itself lasts about 15 minutes by hands-on testing (an earlier developer interview said roughly ten). In practice that is near-permanent uptime for a one-minute tax per hour.
- Camp buffs do not stack with the class buff they mirror, and are deliberately slightly weaker — Blessing of Kings is 10%, its camp equivalent is 8%.
| Object | Profession | Effect | Blocked by |
|---|---|---|---|
| Fish Bowl | Fishing — secondary, free slot | +8% to all stats | A Paladin's Blessing of Kings |
| Camp Chair | Skinning — levels off mobs you already killed | +2% crit with all spells and attacks | A Druid's Moonkin Aura |
One of you takes Fishing to 20, the other takes Skinning to 20, and from then on every campfire you sit at gives you both +8% to every stat and +2% critical strike. Neither costs a primary profession slot in any meaningful sense — Fishing is a secondary, and Skinning skills up off corpses you are already making.
Check your own group buffs before choosing. The exclusivity rule has teeth: if one of you is a Mage, Herbalism's Incense Candle is worthless to your pair because Arcane Intellect overrides it. If one of you is a Paladin, the Fish Bowl is worthless and the pick moves down the list. Full object table →
Splitting professions between two people Source tier D — our analysis: D
Cooking, First Aid and Fishing cost you nothing. They do not occupy a primary slot, they are trained in every starting town, and in Forever each one carries a reason it did not have in Classic: Cooking now makes food that grants experience, First Aid now makes Healing Potions, and Fishing unlocks the +8% all stats camp object. The most common levelling mistake available in this game is skipping them.
With that settled, the primary slots are the real decision. Four slots across two characters. The template that survives contact:
Player A — the gatherer
Skinning + Mining (or Herbalism)
Two gathering skills is the highest-income, lowest-effort loadout at low level and it funds both of you. Skinning pays for the Camp Chair; Mining's tier-2 Rock Garden spawns ore nodes at camp and Herbalism's Greenhouse grows herbs from seeds. Raw materials sell instantly in a young economy because everyone levelling a craft needs them and nobody wants to farm them.
Player B — the crafter
Tailoring + Enchanting
The oldest pairing in WoW and still the correct one. Tailoring needs no gathering profession — cloth drops from humanoids you are already killing — which is exactly why it fits opposite a double gatherer. It makes bags, the one item every player buys, and it produces cheap green items for the Enchanter beside it to destroy. Enchanting materials are the single largest pool of value on the beta auction house.
Two things make that template better in Forever than it was in Classic:
- Enchanting's tier-2 camp object is the Arcane Salvager — “more efficient disenchanting”, placed in the field. The tailor-enchanter loop now has a physical workstation attached to it.
- Crafted low-level gear is green in Forever where it was white in Classic, so the things a levelling tailor makes are disenchantable. This is a genuine change and it is worth money.
You earn a Legacy Point the first time you take a non-gathering primary profession to 150, 225 and 300. Gathering skills and the secondaries pay nothing. Six crafting primaries at three points each is 18 points of the 65 Blizzard has published — not 36, as early reporting had it. Each profession pays once per account, so a pair who deliberately do not overlap crafting primaries wastes none. Legacy System → Source tier A — official Blizzard or live client data: A
If you start apart Source tier C — provisional or placeholder data: C
- 🔴 No mount until 40, and riding is bought as training: Apprentice Riding is 100g at 40 Source tier B — verbatim reporting or hands-on testing: B. Budget for it →
- 🔴 A Warlock cannot summon a duo partner. Ritual of Summoning needs three players in Classic. Two people cannot use it on each other. ⚠️ Forever has announced no change — assume the Classic rule until you test it.
- A Mage's Teleport is self-only; the group Portal spells arrive much later. ⚠️ Classic baseline — check your own trainer.
- Flight paths must be walked to first.
The convergence table
| Situation | Meet at | Around | How |
|---|---|---|---|
| Horde, different Kalimdor starts Durotar ↔ Mulgore | The Crossroads, Northern Barrens | 11–12 | Both walk. It is the densest quest hub in the game and you were going there anyway. |
| Horde, Undead + anyone | Orgrimmar, then the Barrens | ~20 | Undercity → Orgrimmar zeppelin. Treat it as a one-way move: empty the bank, reset the hearthstone. |
| Alliance, Elwynn + Dun Morogh | Ironforge or Loch Modan | 10–12 | The Stormwind↔Ironforge tram. Cheapest separation in the game. |
| Alliance, Night Elf + anyone | Menethil Harbor, Wetlands | ~20 | Rut'theran → Auberdine → Menethil. Two boats. The Night Elf does the travelling. |
| Either faction, one of you on Zephras Isle | — | ~12 | 🔴 Finish the isle. It is a designed starting experience and leaving early is not the shortcut it looks like. |
Both of you walk, meeting in the middle. You halve the wall-clock time and you both bank the flight points, which pays back for the rest of the game.
Set both hearthstones at the same inn the moment you are together. That is your shared respawn point and it is worth more than it sounds when one of you dies in a bad place.
🔴 Do not let the levels drift more than about four apart. Since 8 October kill XP is shared by the Classic Era per-member rule rather than being cut by the highest-level member, but a vastly higher member still zeroes experience for everyone, and a wide gap leaves the lower character without quest credit. Whoever is ahead should level a bank alt, push a profession, or farm materials for both — all useful, none of it widens the gap.
Once you are together — the fastest zones Source tier C — provisional or placeholder data: C
The principle: quest density beats mob density. Since the October retune a dungeon run is worth roughly the same per hour as questing, so run each one when a group forms and its quests are in your log — not because the experience demands it. ⚠️ Zone bands are the Classic 1.12 layout, which Forever did not rebuild; the dungeon ranges are Blizzard's own published table.
| Level | Horde | Alliance | Do once, for the quests |
|---|---|---|---|
| 10–20 | 🔴 The Barrens — the densest quest hub in the game and where the whole faction converges | Loch Modan · Westfall · Darkshore | Hall of Thanes 13–18 · Ruins of Lordaeron 15–20 |
| 20–30 | Ashenvale · Stonetalon · Thousand Needles · 🆕 Shen'dralas | Wetlands · Duskwood · Hillsbrad | Excavation Site: Wetlands 26–31 · City of Dalaran 28–33 |
| 30–40 | Arathi · Desolace · Dustwallow · Stranglethorn · Badlands — and 🆕 Riverglades opens in the mid-30s | The Drowned City 35–40 | |
| 40–50 | 🆕 Riverglades through the mid-40s · Tanaris · Feralas · Hinterlands · Un'Goro | Krol'dok Stronghold 40–45 · Alcaz Prison 48–53 | |
| 50–60 | Felwood · Winterspring · Burning Steppes · Western then Eastern Plaguelands · Silithus | Blackmaw Hold 55–60 · Shaper's Terrace 58–60 | |
It is the one genuinely new levelling zone in the mainline game, Blizzard put 150+ new quests in it, and quest density is what levelling speed is made of. Blizzard describes it only as “mid-30s to mid-40s” with no numeric range. A brand-new zone that size will also be full of people, which is the other thing a pair wants.
Stay grouped, always. Quest credit is shared in a party; mob tags are not. Ungrouped in a busy zone you compete with your own friend for every spawn.
Keep food up and sit at the fire once an hour — the +5% kill-XP food and the campfire buffs are the two buffs everybody forgets.
Funding the trip Source tier B — verbatim reporting or hands-on testing: B
Forever moved the mount cost into riding training, on The Burning Crusade's model Source tier C — provisional or placeholder data: C. Wowhead's Forever data prices Apprentice Riding at 100g (level 40) and Journeyman Riding at 1,000g (level 60) Source tier B — verbatim reporting or hands-on testing: B. Whether the training also grants a mount is unconfirmed; if it does not, a racial mount is about 40g, and mounts are account-wide, so one bought on any character covers your alts. Since 15 October the Legacy perk Bartering no longer discounts training. That is the single largest gold event in your levelling curve, and everything below exists to pay for it.
In rough order of return per hour, at low level
| Method | Why it works |
|---|---|
| 1. Sell raw gathered materials, do not craft them | In a young economy the people levelling crafts outnumber the people farming, so ore, herbs, leather and cloth sell above what the finished item sells for. The beta board proved this: nine Wool Cloth cost more than the Woolen Bag they make. Check the input against the output before crafting anything. |
| 2. Buy green weapons at 3–5 silver and disenchant them | Weapons roll the essence table; armour rolls dust. A green weapon in the 10–15 band is worth roughly 8s 91c in materials and the whole board is listed below that. Shields are armour and are a trap. |
| 3. Bags | Every character needs them and nobody levels Tailoring early. The Red Linen Bag is eight slots for about 3s 35c in materials against the Woolen Bag's 31s. Reagent bags are new to Forever and have their own dedicated bag slot, so there is a second bag market that did not exist in Classic. |
| 4. Never buy a vendor item on the auction house | This is not a money-making method, it is the largest leak. Red Dye is 45 copper from a vendor and listed at 5s 99c. Check the vendor list first. |
| 5. Craftsman's Writs and Waylaid Crates | The returning Season of Discovery supply-crate system, at Three Corners in Redridge. Crates were listed on the beta auction house at up to 9 gold and a Sealed Expert's Writ at 100 gold. Whether turning in a crate beats crafting with the same materials is unmeasured — and it is an hour's work to find out. Detail → |
Split the shopping. A thin market moves against you when you buy in bulk — buying linen in quantity visibly walked its own price up. Two players buying half each, in different sessions, pay less than one player buying all of it.
Scan the auction house once per session. In a market this shallow the money is not in a standing margin, it is in noticing a crashed input before it recovers. One scan is a snapshot; a scan every evening is a time series, and only the second one tells you when to buy.
Class, pairing and race orderings are our analysis — no credible outlet has published Forever class or race rankings; they follow the 15 October racials. Dungeon experience: Kris Zierhut via Icy Veins (pre-beta), superseded by Blizzard's beta development notes of 1 October and 8 October and Aggrend. Class facts and racial effects follow Blizzard's 15 October beta development notes. Legacy from Blizzard's Legacy article. Camping and profession mechanics from client data and Warcraft Tavern. Dungeon ranges are Blizzard's own blue-post table; zone bands and the transport rules are Classic 1.12 baselines, flagged as such. Riding prices are Wowhead's Forever beta data. Prices from the 19 September beta scan and go stale fast. Verify the summon and portal levels in game before planning around them. Last updated 23 October 2026.