Paladin · Retribution · Solo · Leveling · Human · Alliance
Human Paladin 1–60: Retribution with a two-handed weapon
Solo leveling for a Human Paladin 1–60 as Retribution with a slow two-handed weapon: 0/0/31 at 40, then Holy and Protection for Strength, seal damage and hit, ending at 12/8/31 at 60. Theorycraft against client data 1.60.1.70755 – the beta only went to 30, so everything above 30 is untested.
Theorycraft – not live-testedTalent order checked against client data 1.60.1.70755Updated 5 Nov 2026
Solo leveling for a Human Paladin 1–60 as Retribution with a slow two-handed weapon: 0/0/31 at 40, then Holy and Protection for Strength, seal damage and hit, ending at 12/8/31 at 60. Theorycraft against client data 1.60.1.70755 – the beta only went to 30, so everything above 30 is untested.
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.
Gives your Flash of Light, Holy Light, and Light's Vigil spells a 14% chance to not lose casting time when you take damage.
Divine StrengthRank 0/5 · Holy row 1
Increases your Strength by 2%.
Healing LightRank 0/3 · Holy row 2
Increases the amount healed by your Holy Light, Flash of Light, and Holy Shock spells by 4%.
Requires 5 points in Holy
ReverenceRank 0/2 · Holy row 2
Allows 15% of your Mana regeneration to continue while casting.
Requires 5 points in Holy
Improved SealsRank 0/5 · Holy row 2
Increases the damage done by your Seals and Judgements by 3%.
Requires 5 points in Holy
Purifying PowerRank 0/2 · Holy row 2
Reduces the mana cost of your Cleanse and Purify spells by 10% and reduces the cooldown of your Exorcism and Holy Wrath spells by 17%.
Requires 5 points in Holy
Divine FavorRank 0/1 · Holy row 3
When activated, gives your next Flash of Light, Holy Light, or Holy Shock spell a 100% critical effect chance.
Requires 10 points in Holy
IlluminationRank 0/5 · Holy row 3
After getting a critical effect from your Flash of Light, Holy Light, Light's Vigil, or Holy Shock heal spell you have a 20% chance to gain Mana equal to 50% of the base cost of the spell.
Requires 10 points in Holy · Requires Reverence (rank 2)
Holy ConduitRank 0/2 · Holy row 3
Reduces the mana cost of your Consecration, Holy Wrath, Exorcism, and Hammer of Wrath spells by 20%.
Requires 10 points in Holy
Divine PrecisionRank 0/2 · Holy row 4
Improves your chance to hit with Holy spells by 4%, and reduces the duration of Silence effects on you by 10%.
Requires 15 points in Holy
Infusion of LightRank 0/2 · Holy row 4
Your Holy Shock and Flash of Light critical hits reduce the cast time of your next Holy Light cast within 15 sec by 0.5 sec.
Requires 15 points in Holy
Oath of LightRank 0/1 · Holy row 4
Swear an Oath to protect target ally for 5 min, increasing the healing of your Holy Light on them by up to 0, your Flash of Light by up to 0, and your Holy Shock by up to 0. Only one Oath of Light may be sworn by the Paladin at any one time.
Requires 15 points in Holy
Consecrated GroundRank 0/2 · Holy row 5
Gives your Holy spells 5% increased damage against the first 4 enemies that enter your Consecration.
Requires 20 points in Holy
Holy ShockRank 0/1 · Holy row 5
Blasts the target with Holy energy, causing 134 Holy damage to an enemy, or 114 healing to an ally.
Requires 20 points in Holy
Boundless LightRank 0/2 · Holy row 5
Increases the critical strike chance of your Holy Shock spell by 15% when cast on allies not affected by your Oath of Light.
Increases the critical strike healing bonus of your Holy spells by 10%.
Requires 25 points in Holy
Light's VigilRank 0/1 · Holy row 7
Applies Light's Vigil to a friendly target for 30 sec. The caster's next Holy Shock on the target incurs no cooldown and heals the target and their party for 324. Only one Vigil per Paladin may be active in each party.
Damaging melee attacks against you have a 10% chance to increase your chance to block by 6%. Lasts 10 sec or 5 blocks.
PrecisionRank 0/3 · Protection row 2
Improves your chance to hit by 1%.
Requires 5 points in Protection
Guardian's FavorRank 0/2 · Protection row 2
Reduces the cooldown of your Blessing of Protection by 1 min and increases the duration of your Blessing of Freedom by 3 sec.
Requires 5 points in Protection
Sacred DutyRank 0/2 · Protection row 2
Reduces the cooldown of your Divine Shield, Divine Protection, and Templar's Bulwark spells by 30 sec, and reduces the duration of Forbearance by 5 sec.
Requires 5 points in Protection
Templar's BulwarkRank 0/1 · Protection row 3
When activated, this ability grants you an absorb shield equal to 100% of your maximum health for 8 sec. Applies Forbearance for 1 min. Cannot be cast while Forbearance is active.
Requires 10 points in Protection
Improved Hammer of JusticeRank 0/3 · Protection row 3
Decreases the cooldown of your Hammer of Justice spell by 5 sec.
Requires 10 points in Protection
Shield SpecializationRank 0/2 · Protection row 3
Increases the amount of damage absorbed by your shield by 15%, and gives your blocks a 50% chance to restore 4% of your maximum Mana. May only occur once every 3 sec.
Requires 10 points in Protection · Requires Redoubt (rank 5)
ToughnessRank 0/5 · Protection row 3
Increases your armor value from items by 2%.
Requires 10 points in Protection
Swift JudgementRank 0/1 · Protection row 4
Unleash the energy of a Seal spell upon an enemy. Does not consume the Seal. Refer to individual Seals for Judgement effect. Does not share a cooldown with your Judgement ability.
While Righteous Fury is active, all damage taken is reduced by 3%.
Requires 15 points in Protection
AnticipationRank 0/5 · Protection row 4
Increases your Defense Skill by 4.
Requires 15 points in Protection
StoicismRank 0/2 · Protection row 5
Reduces the duration of Stun and Charm effects on you by 10%.
Requires 20 points in Protection
Holy ShieldRank 0/1 · Protection row 5
Increases chance to block by 30% for 10 sec, and deals 75 Holy damage for each attack blocked while active. Damage caused by Holy Shield causes 20% additional threat. Each block expends a charge. 4 charges.
Requires 20 points in Protection
ReckoningRank 0/5 · Protection row 5
Gives you a 8% chance after Blocking and a 20% chance after receiving a non-periodic critical strike to gain an extra attack. Stores up to 4 extra attacks. Cannot occur from Blocks more than once every 1.5 sec.
Requires 20 points in Protection
Iron CreedRank 0/3 · Protection row 6
Increases the threat generated by your Holy Strike ability by 10%. While Righteous Fury is active, Holy Strike also reduces your damage taken by 2% for 6 sec.
Requires 25 points in Protection
ShieldswornRank 0/1 · Protection row 7
Reduces the cooldown of your Holy Strike ability by 4 sec. Additionally, Holy Strike now strikes with your shield, triggering your active Holy Shield and Shield Specialization talents without consuming their charges or triggering their cooldowns, and allowing you to Block spells for 6 sec.
Reduces the Mana cost of all instant cast spells and abilities by 2%.
Improved JudgementRank 0/2 · Retribution row 2
Decreases the cooldown of your Judgement ability by 1 sec.
Requires 5 points in Retribution
ConvictionRank 0/3 · Retribution row 2
Improves your chance to get a critical strike with all spells and attacks by 2%.
Requires 5 points in Retribution
Sanctified JudgementRank 0/3 · Retribution row 2
Gives your Judgement ability a 33% chance to return 20% of the Mana cost of the judged seal.
Requires 5 points in Retribution
VindicationRank 0/3 · Retribution row 3
Gives your damaging melee attacks a chance to reduce the target's Attack Power by 2 for 30 sec.
Requires 10 points in Retribution
Unyielding FaithRank 0/2 · Retribution row 3
Reduces the duration of Fear and Disorient effects on you by 15%.
Requires 10 points in Retribution
Seal of CommandRank 0/1 · Retribution row 3
Gives the Paladin a chance to deal additional Holy damage equal to 70% of normal weapon damage. Only one Seal can be active on the Paladin at any one time. Lasts 30 sec.
Unleashing this Seal's energy will judge an enemy, instantly causing 48.5 Holy damage, 97 if the target is stunned or incapacitated.
Requires 10 points in Retribution
Pursuit of JusticeRank 0/2 · Retribution row 3
Increases movement speed and mounted movement speed by 8%. This does not stack with other movement speed increasing effects.
Requires 10 points in Retribution
Eye for an EyeRank 0/2 · Retribution row 4
All critical strikes against you cause 5% of the damage taken to the attacker as well. The damage caused by Eye for an Eye will not exceed 50% of the Paladin's total health.
Requires 15 points in Retribution
Sacred ArbiterRank 0/1 · Retribution row 4
Increases the damage of your Holy Strike ability by 20% and causes it to refresh all Judgement effects on the target.
Increases the physical damage you deal by 2%, and reduces all threat you generate by 7% while a two-handed melee weapon is equipped.
Requires 15 points in Retribution
Turn EvilRank 0/2 · Retribution row 5
Reduces the cast time of your Turn Undead spell by 0.5 sec, its cooldown by 5 sec, and allows it to affect Demons.
Requires 20 points in Retribution
RepentanceRank 0/1 · Retribution row 5
Puts the enemy target in a state of meditation, incapacitating them for up to 6 sec. Any damage caused will awaken the target. Only works against Humanoids.
Requires 20 points in Retribution
VengeanceRank 0/3 · Retribution row 5
Increases your Physical and Holy damage dealt by 1% for 30 sec after landing a non-periodic critical strike. Stacks up to 3 times.
Requires 20 points in Retribution · Requires Seal of Command (rank 1)
Champion of the LightRank 0/5 · Retribution row 6
Increases your spell damage by up to 12% of your Intellect, and reduces the cast time of your Hammer of Wrath by 0.2 sec.
Requires 25 points in Retribution
Unsealed WrathRank 0/1 · Retribution row 7
Your melee attacks store a copy of your active Seal for 15 sec, stacking up to 3 times. Landing an attack with a different Seal consumes all stacks, giving the stored Seal its normal chance to activate once per stack.
Requires 30 points in Retribution · Requires Repentance (rank 1)
Select a talent to see details.
The full guide
The mission: reach level 60 as a Human Paladin, Alliance, solo with as few deaths and drink breaks as possible. You play Retribution with a slow two-handed weapon: seal up, Judgement and Holy Strike on cooldown, heal yourself between fights. This guide is written for WoW Forever, not for Classic – several Paladin abilities have moved, changed level or work differently.
Version note (4 November 2026): The game launched today. The talent order is checked against client data 1.60.1.70755 and the ability levels against the site's ability data from the same build. The beta had a level cap of 30, so everything above level 30 is theory – no source has published play-tested Forever routes for 30–60. Talents 41–60 follow Hearthproof's Retribution path (3 Nov 2026, labelled BETA/SPEC by Hearthproof themselves); zones 40–60 come from Warcraft Tavern and Hearthproof. Nobody in the guild has played the build yet. See Sources and quality.
Short version
Weapon first: the best two-handed weapon you can equip. Holy Strike and Seal of Command scale with the weapon.
Your weapon is your most important stat. Buy or quest for the best two-handed weapon you can use. Holy Strike and Seal of Command scale with weapon damage; slow weapons give more per hit.
The basic loop: seal up before the pull → Judgement as you run in → Holy Strike → auto-attack → Judgement and Holy Strike again when they are ready. In Forever Judgement does not consume your seal – you don't need to recast the seal after every judgement.
Level 10–14:Benediction 5/5 (–10 % mana on all instant abilities – i.e. almost everything you do in combat).
Level 30–32:Vengeance 3/3 – damage bonus after a crit, fed by Conviction and any other crit.
Level 40: 0/0/31 with Unsealed Wrath. Dual spec reportedly opens at 40 for 10 g – verify it and riding at the trainer (from the pre-launch guides, not in the client data).
If you tank a lot with the guild – or as a second spec from 40
Why A: every source compared (Method, Warcraft Tavern, Zockify, wow.gg) recommends Retribution for solo leveling and puts the first points into the Retribution tree even for players who will tank later. Method explicitly names Benediction → Sanctified Judgement → Improved Judgement and Pursuit of Justice as early as possible. The order after level 22 is our own construction based on the talent texts in build 70755; no source has published a tested 31-point Forever path.
Why Holy and Protection after 40: the Retribution tree only has 44 points, and the 13 left after 40 are weak solo (Eye for an Eye, Turn Evil, Unyielding Faith, the rest of Vindication). Both Method ("build into the Holy tree for Divine Strength and Improved Seals") and Hearthproof (exact order 41–60) therefore move into Holy and Protection. Hearthproof's order is used here; the Mobalytics community's 10/8/33 is almost the same split (alternative E).
Racials – what typical Paladin guides miss
Forever has given every race new racials (according to client data and Zockify); the classic weapon specializations are no longer there in build 70755. Paladins can be Human, Dwarf and – new in Forever – Undead. Pick your race in the race selector and your racials show up here.
Two Paladins in the guild: blessings and auras are limited to one per Paladin per player (assumed from Classic – verify in game) – so two Paladins can give each other two different blessings (e.g. Blessing of Might + Blessing of Kings) and run different auras. See Duo with another Paladin.
How your Paladin works in practice
Mana is the brake, not HP
A Retribution Paladin rarely dies to a single normal mob; what costs time is sitting down to drink. Every Holy Light between fights costs mana you would otherwise spend on seals, judgements and Holy Strike. Therefore:
Heal with food when that is enough. Only use Holy Light when you are low on HP but have plenty of mana.
Judgementdoes not consume your seal (Warcraft Tavern, Zockify, and the tooltip in the client data: "Does not consume the Seal").
Judgement debuffs (except Seal of Justice) last 40 seconds and are refreshed by your melee hits.
The cooldown is 10 sec in the client data; Improved Judgement 2/2 lowers it by 2 sec.
Sanctified Judgement 3/3: 100 % chance to get back 60 % of the judged seal's mana cost. Since the seal stays up, this effectively means every judgement returns mana. Verify in game that the refund happens as the tooltip suggests – it is one of the most important mana details in the build.
Holy Strike
Holy Strike is baseline from level 6 in Forever. Client data: 25 % weapon damage + a small Holy component, 10 sec cooldown (rank 1). Warcraft Tavern lists a 12 sec base cooldown from an older beta version – read the tooltip. The Holy damage bypasses armor (assumed from Classic). It is cheap and should be used on cooldown.
Command or Righteousness? Mobalytics (per search results; the page could not be read directly) gives a breakpoint around 3.8 sec weapon speed: faster weapon → Righteousness, slower → Command. Warcraft Tavern suggests Righteousness below level 20, with a one-hander or high spell power. The 3.8 figure is not verified for build 70755 – compare for yourself by hitting the same type of mob with each seal for a minute.
Unsealed Wrath (level 40)
The talent text: your melee hits store a copy of the active seal for 15 sec (up to 3). A hit with a different seal consumes the stacks and gives the stored seal its normal chance to trigger once per stack. In practice: build stacks with Seal of Command, switch to Seal of Righteousness (or vice versa) and let the next hit "empty" the stacks. Zockify describes the same principle. It costs an extra seal cast per swap – test whether it pays off solo before making it a habit. If you don't do it → see alternative B.
The talent order explained
One talent point per level from 10; at 40 you have 31, all in Retribution, and at 60 you have 51.
35–39 Champion of the Light 5/5: spell damage equal to up to 60 % of your Intellect. Helps the Holy part of seals, judgements and Holy Strike (assumed – exactly what spell damage affects needs to be verified). Gives 30 points → row 7.
41–45 Divine Strength 5/5 (Holy): +10 % Strength. Strength is your attack power, so everything you hit gets stronger. Gives 5 points in Holy so row 2 opens.
Legacy points: Hearthproof states that the class's second and third Legacy points come at level 45 and 60. If the account has Talented, talents can be unlocked up to five levels earlier (Warcraft Tavern) – then follow the same order, just earlier. Not verified live.
Optional tweak:Conviction before Sanctified Judgement if kill time is more of a problem for you than mana. Not tested which is faster.
Your level-by-level game plan
Level 1–5: Northshire Valley – the basics
Goal: learn the basic loop and reach level 5 without dying.
Level 8:Hammer of Justice (3 sec stun, 60 sec cooldown) and Purify. Use the stun against casters or to stop a mob from fleeing.
Divine Protection is your panic button: 6 sec immunity to attacks, but you cannot attack. Use it to get a Holy Light off without interruption, or to run. It applies Forbearance for 1 min.
Finish the starting area (see the race box under level 1–5). Look for two-handed weapons from quests or vendors; Copper Claymore (Blacksmithing, requires level 6) is a cheap option if a guildmate does smithing.
Common mistake: fighting two mobs without using Hammer of Justice on one of them.
Level 10–14: Westfall – first talents and Righteous Fury
Level 15–17:Sanctified Judgement. Notice whether you drink less often – that is the whole point.
Level 16:Retribution Aura. Switch from Devotion Aura when fighting lots of weak mobs; keep Devotion against hard-hitting targets. Test which gives the least downtime.
The Deadmines (Westfall) is a natural group activity around 17–20 if the guild is online. A good two-hander from there is often worth more than an hour of questing (assumed from Classic – verify in game which drops exist in Forever).
Checkpoint level 19: are you drinking less often than at 14? Do you have 10 points in Retribution?
Level 20–21: the big spike – Pursuit of Justice and Consecration
Goal: train everything new and get faster between quest objectives.
Blessing of Kings (+10 % all stats) or Blessing of Might: solo with a two-hander, Might is probably better early, Kings once your gear gives lots of stats. Not tested – compare.
Consecration: expensive (135 mana at rank 1) and nerfed for AoE in Forever – full effect only on the first 4 enemies (Warcraft Tavern, tooltip in the client data). Use it when you have 2–3 mobs on you, not against a single one.
Exorcism: only against Undead and Demons. A good opener against those types – Duskwood has plenty of undead.
Class quest: Warcraft Tavern lists Verigan's Fist from the quest chain "The Test of Righteousness" (Alliance, level 20). Client data: two-handed mace, 3.2 sec, 25.7 DPS, +Stamina/Spirit/Intellect. The chain involves travel and probably dungeon parts (assumed from Classic) – do it with the guild if you can; the weapon will carry you a long way.
Dual spec: opens at level 40 and reportedly costs 10 g (from the pre-launch guides, not in the client data – verify at the trainer). Warcraft Tavern also lists Apprentice Riding and Summon Warhorse at 40 (the mount is not in the site's ability data). Not verified live. Plate armor from 40: Warcraft Tavern lists it at the class trainer, Hearthproof marks it as Classic information – verify in game.
Plate or mail? Don't swap everything at once. Hearthproof suggests taking a plate piece once it is at least three quarters as good as the best mail option for the same slot.
If you want to tank with the guild: dual spec with Protection is probably better than a respec (alternative F).
Level 44:Hammer of Wrath – ranged attack for 274–302 Holy damage, only on targets below 20 % HP, 6 s cooldown, 295 mana (client data). Use it on fleeing mobs and to finish instead of waiting for the next swing. Also Holy Strike rank 6, Exorcism rank 4 and Blessing of Wisdom rank 4.
Zones: Warcraft Tavern suggests Shen'dralas, Tanaris and The Hinterlands at 40, then Searing Gorge from 43. Hearthproof suggests Badlands, Swamp of Sorrows, Tanaris, Feralas and The Hinterlands. None of it is play-tested.
Weapon: Hearthproof points to Grimlok's Charge (polearm, level 42, 2.7 s, 40.9 DPS) as a big upgrade, and suggests Seal of Righteousness with it since the weapon is fast. The source is beta information – verify in game where it drops or is rewarded.
Checkpoint level 44: are you using Hammer of Wrath on every mob that reaches 20 %?
Zones: Azshara, Felwood or Blasted Lands from 45 and Un'Goro Crater from 48 (Warcraft Tavern). Felwood and Un'Goro have plenty of elites – keep Repentance and Hammer of Justice ready.
Dungeons: Zul'Farrak, Maraudon and Sunken Temple are in this range in Classic (assumed from Classic – verify in game which exist and at what level in Forever).
Greater Blessings require reagents (Warcraft Tavern: Symbol of Kings) and are in practice only needed in raids.
Zone: Mount Hyjal opens at 60 (Warcraft Tavern).
The raids Barrow Deeps (10 players), Hyjal Summit (20) and Onyxia (40) open on 9 December 2026. Hearthproof recommends a respec before raiding. No Ret raid build for 60 is confirmed – Mobalytics calls all level 60 builds theory.
Legacy: the third class Legacy point at 60 according to Hearthproof.
Rotations – rules, not lists
A. Ordinary melee mob
Aura and blessing active, seal up before you run in.
Wait for the guild. If you try anyway: full mana, Blessing of Kings, Devotion Aura, and plan your retreat before you pull. Lay on Hands is your one-time save per 20 minutes.
Weapon first: the highest possible DPS on a two-handed weapon, preferably slow (3.2 sec or slower). Verigan's Fist (25.7 DPS) is a clear target around 20+. Blessed Claymore (level 17, 14.5 DPS) is an example of a buyable stepping stone. After 40: Grimlok's Charge (level 42, 40.9 DPS, Hearthproof) or the crafted Charged Mithril Battleaxe (43) and Thorium Greatmace (50).
Strength: attack power, your main damage stat.
Stamina: a margin for when pulls go wrong.
Agility/crit: more important than usual because of Vengeance.
Hit: from 56 Precision gives 3 %; more hit on gear is worth most against mobs above your level.
Armor: mail until plate is available (plate at 40 according to Warcraft Tavern, Classic information according to Hearthproof). Take the armor with the best stats, not necessarily the heaviest.
Learn the weapon skill for a new weapon type from the weapon master before you switch (assumed from Classic; weapon skills still exist in Forever according to Warcraft Tavern). Polearms can only be learned from level 20 (Warcraft Tavern).
Professions
Combination
Why
Drawback
Mining + Blacksmithing
Recommended by Method and Hearthproof: the Forever sets Crusader's (12–25) and Justicar's (30–50, spell power + Strength, Bind on Pickup), your own two-handers all the way to Thorium Greatmace (50), sharpening/weight stones. Method: Blacksmithing is the only reliable path to mail with spell power
Costs time and gold early; many Justicar's recipes come from recipe items
Food that gives Well Fed also gives +5 % XP from kills in Forever (client data "Well Fed XP Boost", conditional – read the tooltip). Forever has Strength food at several tiers (Bear Brisket 175 → Steaming Stag Steak 275)
Needs ingredients
Camping (new in Forever): at a campfire, every profession can place a camp object with a buff (client data). For Retribution: Blacksmithing's Sharpening Wheel (Strength) or Mining's Lodestone (melee AP); Leatherworking's Camp Tent gives rested XP. Each profession has two higher tiers at skill 140 and 300 (e.g. Anvil/Master Forge, Rock Garden/Molten Foundry), but the effects and exact values are missing from the data.
Engineering is often described as strong for Paladins, but Method writes that Forever may balance professions differently. Two Human Paladins in the guild can split it up nicely: one Blacksmithing, the other gathering professions.
The 1–40 route is based on Classic experience and is untested in Forever. Levels 40–60 come from Warcraft Tavern and Hearthproof, who themselves could only test up to 30. New Forever zones and changed quests may make other choices better – prioritize quest density at your own level.
Duo with another Paladin
Two Paladins can give each other more than one Paladin can give themselves:
Blessings: one per Paladin per player (assumed from Classic). Paladin 1 gives Blessing of Might, Paladin 2 gives Blessing of Kings – both get both.
After a few hours, ask yourselves whether you actually level faster together; not every quest goes faster in a group.
Risk management
Don't die from lack of mana: better to wait 10 seconds for mana than to start a pull half empty.
Forbearance:Divine Protection, Divine Shield and Blessing of Protection apply Forbearance for 1 min (Blessing of Protection: probably, the tooltip in the data is truncated – verify in game). You can only have one of them at a time.
Consecration costs a lot of mana – only use it when at least two mobs are on you.
PvP zones (Hillsbrad, Stranglethorn): keep Divine Shield ready and avoid questing on low mana.
Check at level 10, 20, 30, 40, 50 and 60
10: Do you have a two-handed weapon, and are you using Judgement + Holy Strike on cooldown?
60: 12/8/31, Holy Wrath on your bar for the Plaguelands, raid spec decided before 9 December?
Sources and quality
Closest to client data:
WoW Forever Armory – Paladin talents (1.60.1.70755): https://armorywowforever.com/talents/paladin – plus the site's own talent and ability data from the same build (the reference for names and levels in this guide).
Secondary guides (different dates, several written for the beta with a cap of 30):
Hearthproof – Paladin Leveling, Retribution (v2.24, 3 Nov 2026, client 70425): talent order 41–60, abilities 40–60, zones, Legacy points at 45/60. Labels most of what is above 30 as BETA/SPEC itself. https://hearthproof.com/classes/paladin/leveling/
The recipes, skill and levels in the profession boxes come from the site's recipe data (data/recipes) and item data, both from build 70755.
Mobalytics and Icy Veins have Forever Paladin guides, but they could not be read directly during research; their claims here come from search results and are marked as such.
Contradictions between sources and client data:Righteous Fury (10 in the data, 16 in sources), Divine Shield (34 in the data, 32 in sources), Holy Strike cooldown (10 sec in the data, 12 in older beta text), and several beta guides mention talents (e.g. Improved Holy Strike) that do not exist in build 70755. Follow the client.
To test after launch
The talent order can be clicked in the live client.
Sanctified Judgement returns mana on every judgement even when the seal stays up.
The raid opening on 9 December and the raid sizes.
Undead Paladin (new in Forever): where the trainers are, which class quests the race has, and whether Cannibalize restores mana as the tooltip says.
The race boxes' trainers and starting zones (Classic data, not verified in Forever).
What this guide does not claim
No XP/hour figures, no stat weights and no drop chances – such data has not been published for Forever.
No guarantee that Retribution is fastest; it is a consistent recommendation from several sources, not a measurement.
Version history
2026-11-05 (race tips): race boxes for Human, Dwarf and Undead (starting zone, trainers, zones, racials, emergency buttons); Human-specific lines in the body moved into race boxes.
2026-11-05 (wave 2): extended to level 60 – talents 41–60 (12/8/31 following Hearthproof), abilities 41–60 from client data, zones 40–60, checkpoints at 50/60; profession boxes for Blacksmithing, Mining, Engineering, First Aid and Cooking. Slug unchanged.
2026-11-05: short version; Classic assumptions marked (Holy damage and armor, blessing/aura rules); Redemption at 12 according to client data; shared lines about dual spec, Well Fed, Camping and First Aid potions.
2026-11-04: First version. Theorycraft against client data 1.60.1.70755, not play-tested.