Warrior · Protection · Solo · Leveling · Night Elf · Alliance
Night Elf & Gnome Warrior 1–60: Shield and Revenge
Solo leveling for a Night Elf or Gnome Warrior 1–60 as Protection with a one-handed weapon and shield: 0/0/31 and Shield Slam at 40, then Fury for Rage and crit, ending at 0/20/31 at 60; race differences for every race in race boxes. Theorycraft – 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 Night Elf or Gnome Warrior 1–60 as Protection with a one-handed weapon and shield: 0/0/31 and Shield Slam at 40, then Fury for Rage and crit, ending at 0/20/31 at 60; race differences for every race in race boxes. Theorycraft – the beta only went to 30, so everything above 30 is untested.
Talent order checked against client data 1.60.1.70755
Standard pull from level 4:Charge → Rend (only if the target lives for the whole bleed) → auto-attack → Heroic Strike only above roughly half a Rage bar.
Vendor grays, buy food. Use a two-hander or one-hander + shield depending on what the quest rewards give – it hardly matters yet.
Checkpoint level 5: Can you handle three normal mobs in a row before you have to eat?
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.
Your critical strikes cause your opponent to Bleed, dealing 20% of your melee weapon's average damage over 12 sec.
Requires 10 points in Arms · Requires Improved Rend (rank 3)
Spearing StrikeRank 0/1 · Arms row 4
A brutal attack that deals 40% weapon damage. Deals an additional 80% weapon damage against Giants, Dragonkin, and mounted targets. Mounted targets are dismounted.
Increases the damage you deal with two-handed melee weapons by 1%.
Requires 15 points in Arms
ImpaleRank 0/2 · Arms row 4
Increases the critical strike damage bonus of your abilities by 10%.
Requires 15 points in Arms · Requires Deep Wounds (rank 3)
BloodthrillRank 0/5 · Arms row 5
Grants your Main Hand melee attacks against enemies afflicted by your Rend a 4% chance to allow an activation of Overpower.
Requires 20 points in Arms
Sweeping StrikesRank 0/1 · Arms row 5
Your next 5 melee attacks strike an additional nearby opponent.
Requires 20 points in Arms
WeaponmasterRank 0/5 · Arms row 5
Gives your melee weapon attacks a benefit depending on the weapon.
Axe/Polearm: Increases your
critical strike chance by 1%.
Mace/Staff: Your attacks ignore
3% of your target's armor.
Sword: Your successful melee
attacks have a 1% chance to
trigger an extra attack on the
target.
Requires 20 points in Arms
Improved SlamRank 0/2 · Arms row 6
Reduces the global cooldown and cast time of your Slam ability by 0.25 sec. In addition, Slam no longer interrupts or delays your melee swing and Slam's cooldown is reduced by 3.0 sec.
Requires 25 points in Arms
Improved HamstringRank 0/3 · Arms row 6
Gives your Hamstring ability a 5% chance to immobilize the target for 5 sec.
Requires 25 points in Arms
Mortal StrikeRank 0/1 · Arms row 7
A vicious strike that deals weapon damage plus 85 and wounds the target, reducing the effectiveness of any healing by 50% for 10 sec.
Increases the area of effect of your Shouts by 10% and reduces their Rage cost by 5%.
CrueltyRank 0/5 · Fury row 1
Improves your chance to get a critical strike with melee attacks by 1%.
Lingering RageRank 0/5 · Fury row 2
Increases the time before your Rage begins to decay after leaving combat by 2 sec.
Requires 5 points in Fury
Unbridled WrathRank 0/5 · Fury row 2
Gives you a 12% chance to generate 1 additional Rage when you deal melee damage with a weapon.
Requires 5 points in Fury
Furious PrecisionRank 0/3 · Fury row 3
Increases your chance to hit with off-hand attacks by 4%.
Requires 10 points in Fury
Piercing HowlRank 0/1 · Fury row 3
Causes all enemies within X yds to be Dazed, reducing movement speed by 50% for 6 sec.
Requires 10 points in Fury
Blood CrazeRank 0/3 · Fury row 3
Regenerates 1% of your total Health over 6 sec after being the victim of a critical strike or suffering more than 20% of your maximum Health from a single attack.
Requires 10 points in Fury
Dual Wield SpecializationRank 0/5 · Fury row 4
Increases the damage done by your off-hand weapon by 5% and the Rage generated by your off-hand attacks by 10%.
Requires 15 points in Fury
Raging BlowsRank 0/1 · Fury row 4
Reduces the Rage cost of your Cleave and Whirlwind abilities by 3.
Requires 15 points in Fury
EnrageRank 0/5 · Fury row 4
Gives you a 30% chance to deal 2% increased Physical damage for 12 sec after being the victim of any damaging attack.
Requires 15 points in Fury
Improved ExecuteRank 0/2 · Fury row 4
Reduces the Rage cost of your Execute ability by 3.
Requires 15 points in Fury
Improved Berserker RageRank 0/2 · Fury row 5
Your Berserker Rage ability will instantly generate 5 Rage and has a 50% chance to remove all movement impairing effects when activated.
Requires 20 points in Fury
Death WishRank 0/1 · Fury row 5
When activated, increases your Physical damage done by 20% and makes you immune to Fear effects, but increases all damage you take by 5%. Lasts 30 sec.
Requires 20 points in Fury
Improved InterceptRank 0/2 · Fury row 5
Reduces the cooldown of your Intercept ability by 5 sec.
Requires 20 points in Fury
FlurryRank 0/5 · Fury row 6
Increases your melee attack speed by 5% for your next 3 swings after dealing a melee critical strike.
Requires 25 points in Fury · Requires Death Wish (rank 1)
Gore DrinkerRank 0/2 · Fury row 6
Your Enrage, Berserker Rage, Bloodrage, Death Wish, and Bloodthirst abilities cause your next 3 melee attacks to restore 0.5% of your maximum Health.
Requires 25 points in Fury · Requires Enrage (rank 5)
BloodthirstRank 0/1 · Fury row 7
Instantly attack the target causing damage equal to 45% of your Attack Power plus 30 and increasing your movement speed by 10% for 10 sec.
Requires 30 points in Fury
Protection
0
Improved BloodrageRank 0/2 · Protection row 1
Increases all the Rage generated by your Bloodrage ability by 25%.
Shield SpecializationRank 0/5 · Protection row 1
Increases your chance to Block attacks with your shield by 1% and grants you a 20% chance to generate 5 Rage when you Block.
Iron WillRank 0/5 · Protection row 1
Reduces the duration of Stun and Fear effects inflicted on you by 3%.
AnticipationRank 0/5 · Protection row 2
Increases your Defense Skill by 4.
Requires 5 points in Protection
Improved RevengeRank 0/3 · Protection row 2
Increases damage dealt by your Revenge ability by 20%.
Requires 5 points in Protection
Improved Thunder ClapRank 0/3 · Protection row 2
Reduces the Rage cost of your Thunder Clap ability by 2.
Requires 5 points in Protection
Last StandRank 0/1 · Protection row 3
When activated, this ability temporarily grants you 30% of your maximum health for 20 sec. After the effect expires, the health is lost.
Requires 10 points in Protection
Master of DefenseRank 0/2 · Protection row 3
Grants you a 50% chance to generate 5 Rage when you Dodge or Parry while a shield is equipped.
Reduces the cooldown of your Disarm ability by 7 secs.
Requires 10 points in Protection
DefianceRank 0/3 · Protection row 3
Increases all threat generated in Defensive stance by an additional 5% while a shield is equipped.
Requires 10 points in Protection
Improved Sunder ArmorRank 0/3 · Protection row 4
Reduces the Rage cost of your Sunder Armor ability by 1.
Requires 15 points in Protection
VanguardRank 0/1 · Protection row 4
Your Charge ability is now usable while in Defensive Stance.
Requires 15 points in Protection
Improved Shield BashRank 0/2 · Protection row 4
Gives your Shield Bash ability a 50% chance to Silence the target for 3 sec.
Requires 15 points in Protection
Improved Shield WallRank 0/2 · Protection row 5
Reduces the cooldown of your Shield Wall ability by 5.5 min.
Requires 20 points in Protection
Concussion BlowRank 0/1 · Protection row 5
Stuns the target for 5 sec.
Requires 20 points in Protection
Focused RageRank 0/3 · Protection row 5
Reduces the Rage cost of your offensive abilities by 1.
Requires 20 points in Protection
BastionRank 0/5 · Protection row 6
Increases all damage you deal by 2% while a shield is equipped.
Requires 25 points in Protection
Shield SlamRank 0/1 · Protection row 7
Slam the target with your shield, causing 430 damage, increased by your Block Value, and has a 50% chance of dispelling 1 magic effect on the target. Causes a very high amount of threat.
The mission: reach level 60 with a Warrior who rarely needs to eat, can handle two enemies at once and can tank the guild's dungeons when you group up. This guide covers Night Elf and Gnome Warriors on Alliance, solo. If you play another race the guide still works: pick your race in the race selector and the starting zone, class quest and racials for your race appear in the race boxes.
Version note (4 November 2026): WoW Forever launched today. The talent order is checked against the talent data for client 1.60.1.70755; ability levels against the client's trainer data. The beta had a level cap of 30, so everything above level 30 is effectively theory – in the sources too. No source has published a Protection path for 41–60; the points after 40 are our own construction based on the talent texts, using the same Fury talents as Hearthproof's Arms path and the Fury/Prot direction Mobalytics gives for 60. Zones 40–60 come from Warcraft Tavern and Hearthproof. The guide is not play-tested. See Sources and quality.
Short version
Spec: Protection with a one-handed weapon and shield, 0/0/31 at 40. The shield means less damage taken and fewer food breaks.
Rage-starved when you miss, more eating between pulls
Fury
Warcraft Tavern, Zockify (from 30)
Fast swings, lots of Rage
Takes the most damage, most downtime
Why Protection suits this guide in particular:
Rage is the Warrior's bottleneck. In Forever, Rage from auto-attacks is generated based on weapon speed, not damage (Hearthproof, Icy Veins, Zockify). The Protection tree gives extra Rage when you block (Shield Specialization), dodge or parry (Master of Defense), and lowers costs (Focused Rage, Improved Thunder Clap). It solves the problem with talents instead of gear.
The shield reduces downtime. Less damage taken = fewer food breaks. Victory Rush (baseline from 20 in Forever) heals another 10 % after every kill that gives XP.
The guild. You meet up at LANs and will run dungeons. A Protection Warrior can tank without a respec.
Night Elf is an especially good fit:Quickness gives 1 % dodge, and every dodge gives Rage via Master of Defense and enables Revenge.
Honest caveat: no source has published controlled XP/hour comparisons between the specs in Forever. The choice is based on the talent mechanics and on three independent guides landing on Protection for solo. Arms is a perfectly good alternative (see alternatives B–D in the guide's list of alternatives).
Forever changes that affect Warriors
This differs from Classic and is the reason old Warrior guides can't be followed as-is.
Normalized Rage: auto-attacks give Rage based on weapon speed. So a faster weapon doesn't give "less Rage per hit" the way it used to – but a heavy weapon with the same speed doesn't give more either. Critical auto-attacks give double Rage (per Icy Veins; Hearthproof states it was raised in the beta on 2 October – not in the client data, verify in game). Armor and absorbs no longer reduce the Rage you get from being hit (Icy Veins, verify in game).
Victory Rush is baseline at level 20: 30 s cooldown, usable for 20 s after a kill that gives XP, heals 10 % of max HP and costs no Rage.
Thunder Clap works in Defensive Stance and hits up to four targets (Zockify, Icy Veins).
Shield Wall and Retaliation have a 15 minute cooldown and no longer share a cooldown (Zockify; the client data shows 15 min for both).
Rend can crit and scales with Attack Power according to Blizzard (via Hearthproof and Method) – much better than in Classic. Exact coefficients have not been published.
Vanguard (talent) makes Charge usable in Defensive Stance.
The weapon skill system is still there, but items give much less of it (e.g. Edgemaster's Handguards +1 instead of +7 according to Warcraft Tavern).
The old weapon racials are gone or reworked. During the beta, Human sword and Orc axe specializations were reported to give crit instead of weapon skill (Warcraft Tavern, September). In the talent/spell data for client 70755, however, no such racials exist at all: Human has Ruthless (+1 % crit with everything), Dwarf has Artisan's Precision (+1 % hit). The race rework on 15 October seems to have replaced them. Verify in game if you come across older information.
No race has a weapon racial in build 70755 (Night Elf and Gnome never had one). So you have no reason to pick a weapon type based on race: take the one-hander with the highest DPS, whether it's an axe, sword or mace.
Weaponmaster (Arms, row 5) has replaced the old weapon specializations: axe/polearm +5 % crit, mace/staff ignores 15 % armor, sword 5 % chance for an extra attack. It is not part of the Protection build, but it decides your weapon choice if you go with the Arms alternative.
Train weapon skills for new weapon types at the weapon master in the capital before switching to a weapon of a type you can't use yet (assumed from Classic – check which types you already have in the Skills tab). A new weapon type starts at low skill and misses a lot at first.
Racials – how to use them
Talent order, rotation and gear are the same for every race. Pick your race in the race selector and your racials show up here, with your race's starting zone, class quest and emergency buttons in the level sections. The effects below are the Warrior variants in client data 70755.
Talent order 10–40 and why
One point per level from 10; at 40 you have 31 points, all in Protection (0/0/31). The order follows Icy Veins' Protection leveling (client 70755) with their own solo variant: Defiance (threat only, needed in dungeons) is swapped for Improved Bloodrage 2/2 and one point in Improved Shield Wall.
Hard-hitting attack that scales with Block Value; new main attack.
Talent order 41–60 and why
The Protection tree has 50 points, but the 19 left after 40 are mainly tank talents (Defiance, Anticipation, Improved Shield Bash, Iron Will, Improved Disarm). Solo you gain more by solving the Warrior's two bottlenecks – Rage and damage – and that is what the lower rows of the Fury tree do. The shield stays on, so everything in Protection keeps working. The order is our own construction; Hearthproof's Arms path takes the same Cruelty, Unbridled Wrath and Booming Voice after 40, and Mobalytics names a Fury/Prot hybrid as the expected level 60 build.
30 % chance for +10 % physical damage for 12 s every time you take damage. As a shield bearer you get hit all the time, so the effect is almost always up (theory).
At 60: 0/20/31. Death Wish (row 5, 20 points in Fury) is out of reach – it requires moving points out of Protection.
The Legacy system: if the account has points in Talented, talents can be unlocked up to five levels earlier (Warcraft Tavern). Then follow the same order, just earlier. Hearthproof states that the class's second and third Legacy points come at level 45 and 60 – not verified live.
Do you tank dungeons often? Take Defiance at 24, 29 and 34 instead (alternative B). Without Defiance you can handle easy dungeons, but threat gets thin when the group's DPS is high. After 40 you can instead put 41–60 into Protection (alternative E) or use dual spec.
How Protection works in practice
The Rage economy – three rules
Rage doesn't build while you wait and starts to decay after combat. Try to go into the next pull with some Rage left instead of emptying it on a mob that dies to the next auto-attack anyway.
Heroic Strike and Cleave replace your next swing – in Classic that swing then gave no Rage, so they cost more than the tooltip said (assumed from Classic; with normalized Rage in Forever – verify in game). Only use them when you have excess Rage.
Stance swaps cost Rage. With Tactical Mastery (14) you keep 10 Rage; the rest is lost. Spend the excess before you swap.
The three-tier method
Green pull: one enemy at your level or lower. Charge → Rend if it lives long enough → Revenge when it lights up → auto-attack to finish.
Red pull: three or more enemies, an elite or low HP. Back off, use Last Stand/Shield Wall early – not when you have 5 % left – or avoid the pull entirely.
Against casters and elementals
This is where Protection is weakest (Icy Veins): casters don't hit in melee, so you block/dodge nothing and get neither Rage nor Revenge. Solutions:
Pull them behind a corner (line of sight) so they run up to you.
Standard pull from level 4:Charge → Rend (only if the target lives for the whole bleed) → auto-attack → Heroic Strike only above roughly half a Rage bar.
Vendor grays, buy food. Use a two-hander or one-hander + shield depending on what the quest rewards give – it hardly matters yet.
Checkpoint level 5: Can you handle three normal mobs in a row before you have to eat?
Level 6–9: Thunder Clap, Hamstring and Rage discipline
Goal: learn to save Rage and handle two enemies.
6:Thunder Clap – lowers the enemies' attack speed. Against two mobs: Thunder Clap early.
8:Hamstring and a new rank of Heroic Strike. Humanoids flee at low HP – Hamstring stops them before they pull more.
Bandages:Linen Bandage via First Aid is cheap HP between pulls (see Professions).
Checkpoint level 9: Do you know when to let auto-attack finish the mob instead of pressing Heroic Strike?
Level 10 – class quest: the trainer gives you a race-specific quest rewarding Defensive Stance, Taunt and Sunder Armor (Icy Veins, class quest guide). Do it right away.
Talents 10–13:Shield Specialization. It only has value with a shield. Two schools of thought: Icy Veins recommends a two-hander until Revenge (14) and then a shield. If you already have a decent one-hander and a shield at 10, start with the shield right away so your blocks give Rage. Test both on a few mobs.
Level 10:Bloodrage – use it just before a pull so you open with Rage. Sunder Armor only on targets that live a long time.
Level 12:Shield Bash (interrupt) and Overpower (Battle Stance after a dodge – less relevant for you).
Opener (before 25):Charge in Battle Stance → swap to Defensive Stance (you keep 10 Rage) → Demoralizing Shout against several/hard targets → Revenge as soon as it lights up.
Level 16:Shield Block – use it against melee, gives two blocks (= 10 Rage with 5/5 Shield Specialization) and enables Revenge.
Victory Rush: press it when you're missing HP, but always use it before the 20 seconds run out – a little damage is better than nothing (Icy Veins).
Level 20 class quest (Alliance): the trainer sends you to Yorus Barleybrew in Lakeshire (Redridge) and The Rethban Gauntlet. After that Furen Longbeard in Stormwind, who gives you the shield Furen's Favor. The rest of the chain (Fire Hardened Hauberk) requires materials from Wetlands, Stonetalon and a dungeon (Razorfen Kraul), among other things – gather them while leveling and finish in your late 20s.
Level 22:Intimidating Shout – fear on up to five enemies. Risk: fleeing mobs pull more.
Level 24:Execute. Verify in game which stance it requires; in Classic it couldn't be used in Defensive Stance. As Protection it's often not worth a stance swap.
Zones: Westfall/Redridge, then Redridge/Duskwood (Icy Veins, Alliance).
Level 25–29: Vanguard – stop swapping stances
Goal: stay in Defensive Stance all the time.
Level 25:Vanguard. You get a new version of Charge in your spellbook that works in Defensive Stance. Put it on your action bar (and in any macros – shift-click it from the spellbook, /cast Charge finds the old one according to Icy Veins). Repeat for every new rank.
Level 30 class quest: the trainer gives The Islander → Klannoc Macleod on Fray Island in The Barrens. Win the arena duels (ending against Big Will) and get Berserker Stance. Worth doing right away (Icy Veins).
The Whirlwind weapon (The Windwatcher, Alterac Mountains) ends against a level 40 elite and rewards two-handers (Whirlwind Axe and others). Not relevant for Protection – skip it or do it later with help.
Level 30 at the trainer:Intercept and Berserker Rage (both require Berserker Stance). Intercept reaches an enemy in combat; Berserker Rage breaks fear. Swap back to Defensive Stance right afterwards.
Zones: Wetlands/Ashenvale; dungeons Gnomeregan, Excavation Site: Wetlands and City of Dalaran (the last two are new in Forever). Icy Veins gives no zone advice above 30 since the beta stopped there.
Level 38:Pummel (Berserker Stance) – your interrupt if you have no shield; otherwise Shield Bash is enough.
Zones (assumed from Classic, not verified for Forever): Stranglethorn Vale, Arathi Highlands, Hillsbrad Foothills, Thousand Needles, Desolace. Choose by quest density and PvP risk.
Shield Slam scales with Block Value – a shield upgrade is now also a damage upgrade.
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). Protection can then be kept for dungeons and a DPS spec used for questing.
Plate and riding: Warcraft Tavern lists plate armor and Apprentice Riding at 40. Hearthproof suggests switching to a plate piece only once it is at least three quarters as good as the best mail option. Not verified live.
Zones: Warcraft Tavern suggests Shen'dralas, Tanaris and The Hinterlands at 40, then Searing Gorge from 43. Hearthproof suggests The Riverglades, Tanaris, Feralas and The Hinterlands for 40–49. None of them are play-tested.
Checkpoint level 44: Have you noticed more Rage spikes after Cruelty? If not – verify in game that crit auto-attacks actually give double Rage.
Level 45–49: Unbridled Wrath and Shield Slam rank 2
Zones: Azshara, Felwood or Blasted Lands from 45 and Un'Goro Crater from 48 (Warcraft Tavern). Felwood and Un'Goro have lots of elites – use Concussion Blow and Shield Wall early.
Dungeons: Zul'Farrak, Maraudon and Sunken Temple are in this range in Classic (assumed from Classic – verify in Forever). As Protection you are the group's natural tank.
Level 50:Unbridled Wrath 5/5. At the trainer: Recklessness (+100 % crit chance and immunity to fear for 15 s, but +20 % damage taken, 30 min cooldown – client data), Cleave rank 4, Rend rank 6. Recklessness requires Berserker Stance in Classic and according to Hearthproof. Save it for a fight you would otherwise lose – and remember that you take more damage.
The raids Barrow Deeps (10 players), Hyjal Summit (20) and Onyxia (40) open on 9 December 2026. If you're going to tank there: put your dual spec into pure Protection (alternative E). Hearthproof recommends a respec before raiding.
Legacy: the third class Legacy point at 60 according to Hearthproof.
Rotations – rules, not lists
A. One ordinary melee mob (level 25+)
Battle Shout up – preferably refreshed between pulls so it doesn't cost a GCD in combat.
Bloodrage just before the pull if you have no Rage.
Charge (the Vanguard version) in Defensive Stance.
Victory Rush if it's active from the previous kill.
Kill one target at a time with Revenge (and Shield Slam from 40). From 56 every hit you take has a chance to trigger Enrage, so more mobs on you also means more damage from you.
Cleave with excess Rage when two are standing next to each other.
Your race's offensive racial at the start, if you have one.
Save Shield Wall for when things go wrong – not for the end.
From 50: Recklessness only when the enemy will die quickly anyway – you take 20 % more damage for 15 s.
Gear
Priority (Icy Veins, Protection leveling):
Weapon DPS.Revenge and Shield Slam don't scale with weapon damage, so a slow weapon isn't automatically better – take the highest DPS.
Hit (and Expertise if it exists): misses give neither damage nor Rage.
Strength: 2 Attack Power per point and more Block Value (Icy Veins, verify in the character window).
Agility: crit (double Rage on crit auto-attacks), dodge and armor – but no Attack Power for Warriors in Forever (Icy Veins, verify in the character window).
Stamina/Armor: more important when you tank; a new shield gives a lot of armor.
Concrete targets (Alliance, according to Icy Veins; not verified live):
One-handers: the reward from your level 10 weapon chain, drops from The Deadmines, The Stockade, Blackfathom Deeps and the new dungeon Hall of Thanes. Other races can also try for the Human chain's Haggard's Axe (Elwynn) if the quest is open to them – verify in game.
Crafting: Blacksmithing recipes such as the Guard's set (12–25) and the Sentinel's set (30–50) with Defense/Stamina/Strength, both Bind on Pickup, plus Coarse Sharpening Stone for more weapon damage.
After 40 (not verified live): plate from 40 according to Warcraft Tavern. One-handers to aim for: the crafted The Shatterer (42), Phantom Blade (44), Thorium Cestus and Dawn's Edge (50). No Forever sources list shields and dungeon drops for 40–60 for Alliance yet.
Don't spend hours on small upgrades – you'll be replacing gear often.
Professions
Goal
Suggestion
Comment
Self-sufficient Night Elf
Mining + Blacksmithing
The Forever sets Guard's (12–25) and Sentinel's (30–50) for tanking, Veteran's/Officer's for Arms, sharpening stones and one-handers. Many of the recipes come from recipe items, not the trainer
Bandages between pulls; in Forever, First Aid also makes healing potions (Minor Healing Potion up to Major Healing Potion at 275). Food that gives Well Fed also gives +5 % XP from kills (client data "Well Fed XP Boost", conditional – read the tooltip). Forever has Strength food at several tiers (Bear Brisket 175 → Steaming Stag Steak 275)
Camping (new in Forever): at a campfire, every profession can place a camp object with a buff (client data). For Warriors: Blacksmithing's Sharpening Wheel (Strength), Mining's Lodestone (melee AP) or First Aid's First Aid Kit (Stamina); 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, Repair Bot), but the effects and exact values are missing from the data.
Risk management
Before every pull: are there patrols? Do you have a way back? Do you have Victory Rush, Last Stand or Shield Wall available? Is the enemy a caster?
Low HP after a kill:Victory Rush first, then food/bandage.
60: 0/20/31, new rank of Charge on your bar, tank spec decided ahead of the raids on 9 December.
Sources and quality
Source hierarchy: client data first (talents, ability levels, racials for 1.60.1.70755 in the site's data), then dated Forever guides, and last Classic knowledge, marked "assumed from Classic".
The Warcraft Tavern guides above provide the zones for 40–60 and the plate/dual spec/riding milestones at 40 and Recklessness at 50; their talent builds for 60 had not been published at the time of research. The recipes, skill and levels in the profession boxes come from the site's recipe data and item data (build 70755).
To test after launch
The talent order can be clicked in the live client (the site's validation is done against 70755).
Protection is actually faster than Arms solo for Night Elf/Gnome – compare time per 10 kills on the same mob type.
Eureka! and Expansive Mind have Warrior variants in the client data (−10 % Rage cost, +5 % max Rage) – check that the in-game tooltip says Rage.
The race boxes' class quests and trainers for Human, the Horde races and Skyborne (based on Classic data or without a source).
No weapon specialization racials remain (Human/Orc) – confirm in the spellbook.
It has no measured XP/hour figures or stat weights.
It has no quest-by-quest route; the zones are guidelines.
It does not promise that dungeon drops or quest rewards are unchanged on live.
Version history
2026-11-05 (race tips): race boxes for all nine races that can be Warriors (starting zone, trainers, class quest, racials, emergency buttons); the Gnome section split into race boxes; Eureka!/Expansive Mind corrected against the Warrior variants in the client data.
2026-11-05 (wave 2): extended to level 60 – talents 41–60 in Fury (0/20/31, own construction), 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; Icy Veins mechanics and the Heroic Strike rule marked with source/"verify in game"; shared lines about dual spec, Well Fed, Camping and First Aid potions.
1.0 research (2026-11-04): First version. Protection 0/0/31 for Night Elf and Gnome Warrior, checked against talent data 1.60.1.70755. Gnome section with starting zone, class quest and racials.