Solo leveling for a Gnome Rogue 1–60 with Combat (0/31/0 at 40, 18/33/0 at 60) and the Gnome's Eureka! as a burst button. Theorycraft – the talent order is validated against client data 1.60.1.70755 but not tested in game; everything above level 30 is theory because the beta stopped there.
Theorycraft – not live-testedTalent order checked against client data 1.60.1.70755Updated 5 Nov 2026
Solo leveling for a Gnome Rogue 1–60 with Combat (0/31/0 at 40, 18/33/0 at 60) and the Gnome's Eureka! as a burst button. Theorycraft – the talent order is validated against client data 1.60.1.70755 but not tested in game; everything above level 30 is theory because the beta stopped there.
Talent order checked against client data 1.60.1.70755
Pick your professions and we'll show what you can craft for your class at this level, a shopping list – and the guide's profession tips for your professions.
Increases the duration of your Gouge ability by 0.5 sec.
Remorseless AttacksRank 0/2 · Assassination row 1
After killing a non-trivial enemy, gives you a 20% increased critical strike chance on your next Sinister Strike, Backstab, Ambush, Mutilate, or Ghostly Strike. Lasts 20 sec.
MaliceRank 0/5 · Assassination row 1
Increases your critical strike chance with all attacks and Poisons by 1%.
RuthlessnessRank 0/3 · Assassination row 2
Gives your finishing moves a 20% chance to add a Combo Point to your target.
Requires 5 points in Assassination
MurderRank 0/2 · Assassination row 2
Increases all damage dealt by 2% against Humanoid and Giant targets.
Requires 5 points in Assassination
Improved Slice and DiceRank 0/3 · Assassination row 2
Increases the duration of your Slice and Dice ability by 15%.
Requires 5 points in Assassination
Relentless StrikesRank 0/1 · Assassination row 3
Your finishing moves have a 20% chance per Combo Point to restore 25 Energy.
Reduces the Energy cost of your Expose Armor ability by 5, and refunds 1 Combo Point when cast with 5 Combo Points.
Requires 10 points in Assassination
LethalityRank 0/5 · Assassination row 3
Increases the critical strike damage bonus of your Sinister Strike, Gouge, Backstab, Mutilate, Ghostly Strike, and Hemorrhage abilities by 4%.
Requires 10 points in Assassination · Requires Malice (rank 5)
Vile PoisonsRank 0/5 · Assassination row 4
Increases the damage dealt by your poisons by 4% and gives your poisons an additional 8% chance to resist dispel effects.
Requires 15 points in Assassination
Cold BloodRank 0/1 · Assassination row 4
When activated, increases the critical strike chance of your next Sinister Strike, Backstab, Ambush, Eviscerate, or Mutilate by 100%.
Requires 15 points in Assassination
Improved PoisonsRank 0/5 · Assassination row 4
Increases the chance to apply Poisons to your target by 2%, and gives Poison applications a 10% chance to not consume a charge.
Requires 15 points in Assassination
VigorRank 0/2 · Assassination row 5
Increases your maximum Energy by 5.
Requires 20 points in Assassination
MutilateRank 0/1 · Assassination row 5
Instantly attacks with both weapons for 75% weapon damage plus an additional 17.25 with each weapon. Damage increased by 20% against Poisoned targets. Awards 2 Combo Points.
Enemies Stunned by your Kidney Shot ability take 5% increased damage from your poisons and attacks.
Requires 20 points in Assassination
Seal FateRank 0/5 · Assassination row 6
Your critical strikes from abilities that add Combo Points have a 20% chance to add an additional Combo Point.
Requires 25 points in Assassination
VenomRank 0/1 · Assassination row 7
Finishing move that increases the damage of your Poisons by 30% and your chance to apply Poisons by 10%. Lasts longer per combo point:
1 point : 9 sec
2 points: 12 sec
3 points: 15 sec
4 points: 18 sec
5 points: 21 sec
Requires 30 points in Assassination · Requires Mutilate (rank 1)
Combat
0
Improved EviscerateRank 0/3 · Combat row 1
Increases the damage done by your Eviscerate ability by 7%.
Improved Sinister StrikeRank 0/2 · Combat row 1
Reduces the Energy cost of your Sinister Strike ability by 3.
Lightning ReflexesRank 0/5 · Combat row 1
Increases your Dodge chance by 1%.
Puncturing WoundsRank 0/3 · Combat row 2
Increases the critical strike chance of your Backstab by 10% and your Mutilate by 5%, and gives Backstab a 15% chance to add an additional Combo Point.
Requires 5 points in Combat
DeflectionRank 0/3 · Combat row 2
Increases your Parry chance by 2%.
Requires 5 points in Combat
PrecisionRank 0/3 · Combat row 2
Improves your chance to hit by 1%.
Requires 5 points in Combat
EnduranceRank 0/2 · Combat row 3
Reduces the cooldown of your Sprint and Evasion abilities by 30%.
Requires 10 points in Combat
RiposteRank 0/1 · Combat row 3
A strike that becomes active after parrying an opponent's attack. This attack deals 150% weapon damage and disarms the target for X sec.
Requires 10 points in Combat · Requires Deflection (rank 3)
Improved SprintRank 0/2 · Combat row 3
Gives a 50% chance to remove all movement impairing effects when you activate your Sprint ability.
Requires 10 points in Combat
Improved KickRank 0/2 · Combat row 4
Gives your Kick ability a 50% chance to Silence the target for 2 sec.
Requires 15 points in Combat
Flawless ExecutionRank 0/1 · Combat row 4
Reduces the Energy cost of your Eviscerate ability by 10.
Requires 15 points in Combat
Dual Wield SpecializationRank 0/5 · Combat row 4
Increases the damage done by your off-hand weapon by 5%.
Requires 15 points in Combat · Requires Precision (rank 3)
Blade FlurryRank 0/1 · Combat row 5
Increases your melee attack speed by 20% and your melee attacks strike an additional nearby opponent. Lasts 15 sec.
Requires 20 points in Combat
Hack and SlashRank 0/5 · Combat row 5
Gives your melee weapon attacks a benefit depending on the weapon.
Axe/Sword: Your successful
melee attacks have a 1% chance
to trigger an extra attack on the
target.
Dagger/Fist: Increases your
critical strike chance by 1%.
Mace: Your attacks ignore 3% of
your target's armor.
Requires 20 points in Combat
Weapon ExpertiseRank 0/2 · Combat row 6
Reduces the chance for your attacks to be Dodged or Parried by 1%.
Increases the damage of your Sinister Strike, Backstab, and Eviscerate abilities by 2%.
Requires 25 points in Combat
Adrenaline RushRank 0/1 · Combat row 7
Increases your Energy regeneration rate by 100% for 15 sec.
Requires 30 points in Combat
Subtlety
0
CamouflageRank 0/5 · Subtlety row 1
Reduces your speed penalty from your Stealth ability by 3% and reduces its cooldown by 2 sec.
Master of DeceptionRank 0/3 · Subtlety row 1
Reduces the chance enemies have to detect you while in Stealth mode as if you were 1 level higher.
OpportunityRank 0/2 · Subtlety row 1
Increases the damage dealt by your Backstab, Garrote, Ambush, and Mutilate abilities by 5%.
SetupRank 0/3 · Subtlety row 2
Gives you a 33% chance to add a Combo Point to your target after Dodging one of their attacks or fully resisting one of their spells.
Requires 5 points in Subtlety
ElusivenessRank 0/2 · Subtlety row 2
Reduces the cooldown of your Vanish and Blind abilities by 45 sec.
Requires 5 points in Subtlety
Dirty TricksRank 0/2 · Subtlety row 2
Reduces the Energy cost of your Sap and Blind abilities by 25%.
Requires 5 points in Subtlety
Improved AmbushRank 0/3 · Subtlety row 2
Increases the critical strike chance of your Ambush ability by 15%.
Requires 5 points in Subtlety
InitiativeRank 0/3 · Subtlety row 3
Gives you a 33% chance to add an additional combo point to your target when using your Ambush, Garrote, or Cheap Shot ability.
Requires 10 points in Subtlety
Ghostly StrikeRank 0/1 · Subtlety row 3
A strike that deals 125% (180% if a Dagger is equipped in your Main Hand) weapon damage and increases your chance to dodge by 15% for 7 sec. Awards 1 combo point.
Requires 10 points in Subtlety
Improved DistractRank 0/2 · Subtlety row 3
Increases the radius of your Distract ability by 3 yds, and further reduces the Stealth detection of distracted enemies as though they were an additional 1 level lower.
Requires 10 points in Subtlety
Heightened SensesRank 0/2 · Subtlety row 4
Increases your Stealth detection as if you were 1 level higher and reduces your chance to be hit by spells and ranged attacks by 2%.
Requires 15 points in Subtlety
PremeditationRank 0/1 · Subtlety row 4
Adds 2 Combo Points to your target. You must add to or use those combo points within 20 sec or the combo points are lost.
Requires 15 points in Subtlety
Serrated BladesRank 0/3 · Subtlety row 4
Causes your attacks to ignore 3% of your target's Armor and increases the damage dealt by your Rupture ability by 10%.
Requires 15 points in Subtlety
Dirty DeedsRank 0/2 · Subtlety row 5
Reduces the Energy cost of your Cheap Shot and Garrote abilities by 10, and your Garrote ability no longer requires you to be behind your target.
Requires 20 points in Subtlety
PreparationRank 0/1 · Subtlety row 5
When activated, this ability immediately finishes the cooldown on your other Rogue abilities.
Requires 20 points in Subtlety
HemorrhageRank 0/1 · Subtlety row 5
An instant strike that deals 100% weapon damage (145% if a Dagger is equipped) and causes the target to take 15% increased Rupture damage from the Rogue. Lasts 15 sec. Awards 1 Combo Point.
Your Backstab has a 3% chance to cause your next Ambush within 10 sec to not require Stealth.
Requires 25 points in Subtlety
Thousand CutsRank 0/1 · Subtlety row 7
When your Rupture ability deals periodic damage, the Energy cost of your next Hemorrhage or Backstab ability within 10 sec is reduced by 3, stacking up to 5 times.
Requires 30 points in Subtlety · Requires Preparation (rank 1)
Select a talent to see details.
The full guide
Your goal: reach level 60 as a Gnome Rogue, solo, with as little downtime (eating, running back from the graveyard) as possible. This guide picks Combat because it is the most forgiving, works with whatever weapon you find and gives you the defensive tools a lone Rogue needs.
Version note (4 November 2026): The game launched today. The talent order has been checked against client data 1.60.1.70755 and can be clicked in the tree according to the site's validation. Ability levels come from the same client data. Everything about quests, zones and XP is assumed from Classic or taken from beta guides (the beta had a level cap of 30) – everything above 30 is effectively theory. This applies especially to levels 41–60, where no source has played Forever. See Sources and quality.
Short version
Spec: Combat, 0/31/0 at 40 and 18/33/0 at 60 – no respec, just more points.
Combat, 0/31/0 at 40, 18/33/0 at 60. No respec needed. Adrenaline Rush at level 40.
Replace the starting dagger as soon as you can with a fast weapon with higher damage (sword, axe or mace). Combat does its damage with Sinister Strike, which does not require a dagger.
Panic buttons:Evasion (8), Sprint (10), Gouge (6), Vanish (22) and your race's emergency ability. With Endurance 2/2, Sprint and Evasion get a 60% shorter cooldown – you can use them on almost every tricky pull.
Every pull starts in stealth = slower pace, weak against multiple targets
If you like stealth play and PvP
Why A: the sources disagree. Warcraft Tavern calls Combat "most forgiving", Method recommends Assassination for power spikes but calls Combat "most accessible". No source has published controlled 1–40 tests in Forever. For a guild LAN where people want to get going right away, with whatever weapons they happen to find, Combat is the safest choice. There are no measurements showing that A is fastest – it is a judgement call.
The race – what it gives you as a Rogue
Forever has reworked the racials. Pick your race in the race selector – the box below shows what your race gives a Rogue (client data 1.60.1.70755). The guide is written for Gnome; talents and rotation apply to every race.
How your Rogue works in practice
Energy is your time budget
A Rogue has no mana to drink back up, but HP has to be eaten back up between pulls. Your enemy is therefore not mana but downtime: every pull you finish at 30% HP costs you a food break. The Combat build is designed to make you take less damage (Deflection, Riposte, Precision so the mob dies faster).
Warcraft Tavern reports that Energy regeneration is smoother in Forever and that combo points do not carry over between targets – spend them before you switch targets (with exceptions for abilities like Kick and Blind, according to the same source).
Eviscerate is your main finisher. Against normal mobs: finish at 3–4 combo points if the mob is going to die anyway; don't save up to 5 just on principle.
Slice and Dice (10) increases attack speed. Worth it on mobs that live longer than roughly two Eviscerates – on quick kills it is a waste.
Coup de Grace (passive, level 30 according to client data): Eviscerate deals 2% more damage per application of your Deadly Poison on the target. That is a reason to have Deadly Poison on the offhand from 30.
Weapon choice with Hack and Slash
Hack and Slash (from 32 in this order) gives a different bonus depending on the weapon:
Sword/axe: 5% chance for an extra attack.
Dagger/fist: +5% crit.
Mace: ignores 15% of the target's armor.
This means you don't need to chase a particular weapon type. Take the weapon with the highest damage/DPS. On the main hand a slow weapon is better for Sinister Strike/Eviscerate (assumed from Classic, where SS scales with weapon damage), on the offhand a fast one for more poison procs. Make sure you have trained the weapon type – Warcraft Tavern states that Rogues know daggers, axes and thrown weapons from the start; swords, maces, fist weapons and ranged weapons are trained at weapon masters in the cities.
Exact talent order 10–60
One talent point per level from 10: 31 at 40 and 51 at 60. The full order is in the site's talent view. Here is why:
+2% damage against Humanoids and Giants. Last point; see alternative F
Optional tweak: if you die a lot at 15–25, move Endurance ahead of Deflection (the tier requirement is the same: 10 points in the tree). If your weapons are bad: take Lightning Reflexes instead of Flawless Execution (Warcraft Tavern). Improved Sprint (breaks slows when you sprint) is skipped here; take it if slows are your biggest problem and your race has no ability of its own against them.
Legacy: if your account has Legacy points in Talented, talents can be unlocked up to five levels earlier (according to Warcraft Tavern, not verified). In that case, follow the same order, just earlier.
Why Assassination after 40 and not the rest of Combat: after Weapon Expertise, only Lightning Reflexes, Puncturing Wounds (dagger), Improved Sprint and Improved Kick are left in Combat. Assassination's first tiers give crit and combo points that apply to every fight. Hearthproof makes the same choice for the final points, but puts levels 42 and 44–47 into the Combat talents Composure and Flash of Steel. Those do not exist in client data 1.60.1.70755 (alternative E). No source has played 41–60 in Forever – the order is theory.
Your level-by-level plan
Level 1–5: Coldridge Valley – learn the loop
Goal: reach 5, vendor your grays, get a better weapon than the starting dagger.
The headings for levels 1–13 follow the Gnome/Dwarf start in Dun Morogh. Your race's starting zone and first trainer are in the race box.
Level 10:Slice and Dice, Sprint, Sap and Dual Wield (Dual Wield at 10 is assumed from Classic – passive abilities are missing from the client data). Two weapons give more damage right away, even without talents.
Method mentions a class quest at level 10 that rewards an early weapon – do it. Verify the exact quest with the Rogue trainer in your capital.
Level 12:Kick and Parry (Parry at 12 assumed from Classic). Kick interrupts casters – important against humanoid spellcasters in Loch Modan and Westfall.
Visit the weapon master in your capital and learn swords/maces if you have found any (verify in game which weapon types the trainer teaches).
Checkpoint: do you have two weapons? Do you have a thrown weapon?
Level 14–19: Loch Modan and nearby zones – steady rhythm
Level 14:Garrote and Expose Armor. Garrote is an alternative stealth opener; for Combat it is usually faster to just walk up and hit.
Level 16:Feint (not important solo) and Pick Lock (assumed from Classic – profession-like abilities are missing from the client data).
Level 18:Ambush – big damage from stealth but requires a dagger. If you have a sword/mace in your main hand: skip it.
Zone: Loch Modan or Westfall/Darkshore depending on where the guild is – assumed from Classic. Pick clusters with lots of quests and mobs at your level.
Checkpoint: are you eating after every mob? Then you are fighting targets that are too hard or your weapon is too weak.
Level 20:Rupture at the trainer and the poison quest. Warcraft Tavern lists the quest chain (including "Mathias and the Defias", "Klaven's Tower", "The Touch of Zanzil") but the table is unclear about faction – ask the Rogue trainer in your capital.
Poisons in Forever can crit and stack with sharpening stones (Rough Sharpening Stone, Coarse Sharpening Stone) according to Warcraft Tavern and Method. Gfinity states that poisons have received more charges.
Dungeon: Method lists, among others, Ruby-Adorned Blade (class quest around 30) and Subdued Dragon's Fang (Alliance, around 31) as weapon quests – verify in game.
Checkpoint: how much HP do you have left after a normal mob? More than 60% = you can take more mobs back to back.
Level 31:Blade Flurry – while two mobs are standing next to you, you hit both. Perfect when you have picked up an add anyway: Blade Flurry + Evasion, plus your racial burst if you have one.
Level 32–34:Hack and Slash – choose weapons by DPS, not type.
Level 34:Blind – a "no thanks" button against an add: blind one, kill the other, walk away or kill the next.
Warning:Blade Flurry hits all nearby targets, including mobs that are Sapped, Gouged or Blinded, so the CC breaks. Assumed from Classic – verify in game.
No new major ability at the trainer in the client data between 35 and 39 – spend the money on new rank upgrades and weapons.
Keep some level margin for elite quests. The beta had a level cap of 30, so everything in this range is theory.
Checkpoint: take stock of weapon DPS, poisons, bandages/food and save up for riding.
Level 40: Adrenaline Rush, dual spec and riding
Goal:Adrenaline Rush on a button, riding and a plan for 41–60.
Level 40:Adrenaline Rush – 15 seconds of double Energy regen. Combine it with Blade Flurry and your racial burst for short, very powerful windows.
The trainer has Eviscerate rank 6, Feint rank 3, Stealth rank 3 and Safe Fall (less fall damage) at 40 according to the client data.
Riding: Warcraft Tavern states Apprentice Riding at the riding trainer at 40. Save money for it during your 30s – a mount saves more time than almost anything else. The cost is not in the client data.
Dual spec: opens at level 40 and reportedly costs 10 g (according to the pre-launch guides, not in the client data – verify with the trainer). According to Hearthproof, talents and Legacy talents are swapped at the class trainer in a capital city. Save the second spec for dungeons or raids and keep leveling in this one.
No respec needed: 0/31/0 is a complete leveling build, and 41–60 just builds on it.
From 40 on, everything is theory. The beta stopped at 30 and no source has played 40–60 in Forever. The zones below come from Warcraft Tavern and Hearthproof (pre-launch lists); the level ranges are theirs.
Checkpoint level 40: do you have a mount, Adrenaline Rush on a button and poisons on both weapons?
Trainer (client data): level 42 Ambush rank 4, Kick rank 3, Slice and Dice rank 2 and Vanish rank 2. Level 44 Backstab rank 6 and Rupture rank 4. No new abilities – just higher ranks.
Poisons:Instant Poison IV requires Poisons 200 and level 44 (client data). Poisons are a class skill – raise it by making your own poisons.
Zones: Warcraft Tavern lists Shen'dralas, Tanaris and The Hinterlands from 40 and Searing Gorge from 43. Hearthproof starts in The Riverglades and mentions Feralas. Shen'dralas and The Riverglades are new zones in Forever.
Dungeons in the range (Hearthproof): Krol'dok Stronghold 40–45 and Uldaman 41–51.
Checkpoint: do mobs two levels above you still dodge and parry often? Weapon Expertise and Precision help, but prefer mobs at your own level.
Weapons (Hearthproof, Classic quests): Ceremonial Elven Blade (Alliance, Feralas) and Zorbin's Mega-Slicer (Feralas). The site's item DB lists 26.7 and 28.7 DPS respectively. Verify in game that the quest exists in Forever.
Zones: Azshara, Felwood and Blasted Lands from 45, Un'Goro Crater from 48 (Warcraft Tavern). Feralas 41–49 according to Hearthproof.
Dungeons: Zul'Farrak 44–54, Maraudon 46–55 and Alcaz Prison 48–53 (Hearthproof).
Checkpoint: does Malice give noticeably more crits on Sinister Strike? If you often have 5 combo points before the mob dies: finish earlier.
Level 50–54: Ruthlessness and Burning Steppes
Goal: more combo points per finisher and less waiting for Energy.
Weapons (Hearthproof, Classic quests): Linken's Sword of Mastery (Un'Goro Crater) in the main hand and Enchanted Azsharite Felbane Dagger (Stranglethorn Vale) in the offhand. Hearthproof states 36.9 DPS for the sword, the site's item DB 33.3 – trust the tooltip.
Zones: Silithus and Deadwind Pass from 55 (Warcraft Tavern), otherwise the rest of the Plaguelands and Winterspring.
Dungeons: Dire Maul 54–60, Lower Blackrock Spire and Blackmaw Hold 55–60 (Hearthproof).
Checkpoint: do you have Cold Blood next to your racial burst button? Together they give a guaranteed crit with extra damage.
Zone: Mount Hyjal is the level 60 zone (Warcraft Tavern, Hearthproof).
Raid: the raids Barrow Deeps (10), Hyjal Summit (20) and Onyxia (40) open on 9 December 2026. Warcraft Tavern has no level 60 builds yet ("Level 60 builds will be added at launch"). This guide therefore gives no raid spec – use dual spec for it once the sources have tested.
Weapons first. A main-hand weapon upgrade makes a bigger difference than all other slots combined while leveling.
Stats: Agility and Strength (Attack Power), then Stamina. There is no published, verified stat weight for Forever – rely on tooltip comparison and weapon damage.
Thrown weapon in the ranged slot for pulls.
Warcraft Tavern mentions several classic Rogue weapons as good upgrades (including Cruel Barb and Thief's Blade from Deadmines/Westfall, Shadowfang from Shadowfang Keep) – verify in game whether they exist in Forever and where they drop.
Thistle Tea (a Rogue consumable that restores Energy) can be worth keeping for tough fights.
40–60: weapons still come first. Hearthproof lists quest and dungeon weapons (including Linken's Sword of Mastery and Enchanted Azsharite Felbane Dagger), but all of them are Classic data – verify that the quest exists. Leather all the way; Leatherworking's Skulker's set covers many slots 30–50.
Professions
Poisons are not a profession but a class skill (Poisons) that you raise by making poisons. It does not count toward your two primary professions.
Goal
Recommendation
Comment
Fastest to 60
Skinning + Leatherworking or Skinning + Mining
Gathering while you quest; Leatherworking gives a Camp Tent that grants rested XP at the camp (client data, also Method) and the BoP Skulker's set (Agility/Strength) for levels 30–50
Bandages between pulls; in Forever, First Aid also makes healing potions (Minor Healing Potion, Lesser Healing Potion, Healing Potion). Food that gives Well Fed also gives +5% XP from kills (client data "Well Fed XP Boost", conditional – read the tooltip)
Camping (new in Forever): at a campfire, each profession can place a camp object with a buff (client data). For a Rogue: Skinning's Camp Chair (crit), Mining's Lodestone (melee AP) or Leatherworking's Camp Tent (rested XP). Exact values are missing from the data.
Zones – flexible Alliance route
The outline below is assumed from Classic – Forever may have changed quests and zones.
Approximate level
Zones
Comment
1–10
Coldridge Valley, Dun Morogh
Start, trainer in Ironforge
10–20
Loch Modan, Westfall, Darkshore
Westfall suits the poison quest at 20
20–30
Redridge, Wetlands, Duskwood, Ashenvale
Lots of humanoid mobs – Kick and Gouge are important
30–40
Stranglethorn Vale, Arathi, Hillsbrad, Desolace
Higher PvP risk on PvP servers
40–45
The Riverglades, Shen'dralas, Tanaris, The Hinterlands, Feralas, Searing Gorge (43)
Pre-launch lists from Warcraft Tavern and Hearthproof; The Riverglades and Shen'dralas are new zones
Caster wearing you down:Kick or Gouge, step in close so it stops casting from range.
Things are going south:Vanish (22+). If you wait too long, you will not have the Energy or HP left to get away.
Level gaps: a mob two levels above you parries and dodges more – Precision helps, but prefer easier targets.
Sources and quality
Source hierarchy: client data first (talents, ability levels, racials from 1.60.1.70755), then Forever guides (beta-based), and Classic assumptions last.
Hearthproof – Rogue Leveling Guide, v2.21, 2026-11-03, client build 1.60.1.70425 – talent order 40–60 (marked SPEC), weapons 40–60, poison levels, dungeon ranges and Engineering. The talents Composure and Flash of Steel do not exist in 70755. https://hearthproof.com/classes/rogue/leveling/
The zone levels for 40–60 come from Warcraft Tavern ("recommended minimum levels"). The profession boxes' skill, reagents and level requirements come from the site's recipe data (data/recipes) and item DB, client build 1.60.1.70755.
To be tested after launch
The talent order can be clicked in the live client.
Eureka! for Rogue: 10% Energy/10% damage/8 s/2 min, or other values?
It has not shown that Combat is faster than Assassination or Subtlety.
It contains no measured XP/hour, stat weights or coordinates.
Version history
2026-11-05 (1–60): extended to level 60: talent order 41–60 (18/33/0), level sections 40–60 with ability ranks and poisons from client data, zones and dungeons from Warcraft Tavern and Hearthproof, riding and raid start. New profession boxes (Leatherworking, Engineering, Skinning, Mining, First Aid, Cooking) with facts from the recipe data.
2026-11-05: short version; Classic assumptions marked (Dual Wield, Parry, Pick Lock); Coldridge Valley as fact; Safe Fall at 40 from client data; shared lines on dual spec, Well Fed, Camping and First Aid potions.
1.0 research (2026-11-04): First version. Combat 0/31/0, validated against client data 1.60.1.70755. Gnome racials according to client data; Gnome-unique Rogue abilities are missing from the data.