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21 days and 7 hours until WoW Forever launches on 4 November 2026

Experience and rested XP in WoW Forever

Experience in WoW Forever works much like Classic, with the same amount needed per level and the same cap at 60. What changed are the sources: dungeons pay differently, green mobs give less, and camps, food and the Cozy Sleeping Bag add bonuses on top. This guide covers it all.

Experience to level 60 4,084,700, the same as in Classic
Main sources Quests, kills, dungeons, exploration
Rested XP Double experience from kills, up to 150% of a level
Extra bonuses Camp Tent, Well Fed from food, Cozy Sleeping Bag
Legacy talents Well Rested and Talented
Leveling route RestedXP, 10% off with our partner link
Related Camping guide, Cozy Sleeping Bag, Cooking

How experience works

You earn experience from quests, kills, exploration and dungeons. With enough of it you reach the next level, up to the cap of 60. There you stop gaining experience.

The experience bar at the bottom of the screen shows how far you are. Hover over it to see your current experience and how much you still need. Every gain also appears in the chat.

The experience bar with 2687 of 3600 experience, a screenshot from the beta of World of Warcraft: Forever The chat line Experience gained: 575, a screenshot from the beta of World of Warcraft: Forever

Experience per level

Every level asks for more experience than the one before. In total you need 4,084,700 to reach level 60. In September a story claimed that Forever needs far less, but Blizzard denied that: the amounts are exactly those of Classic.

Level To next level Total so far
1 400 0
2 900 400
3 1,400 1,300
4 2,100 2,700
5 2,800 4,800
6 3,600 7,600
7 4,500 11,200
8 5,400 15,700
9 6,500 21,100
10 7,600 27,600
11 8,800 35,200
12 10,100 44,000
13 11,400 54,100
14 12,900 65,500
15 14,400 78,400
16 16,000 92,800
17 17,700 108,800
18 19,400 126,500
19 21,300 145,900
20 23,200 167,200
21 25,200 190,400
22 27,300 215,600
23 29,400 242,900
24 31,700 272,300
25 34,000 304,000
26 36,400 338,000
27 38,900 374,400
28 41,400 413,300
29 44,300 454,700
30 47,400 499,000
31 50,800 546,400
32 54,500 597,200
33 58,600 651,700
34 62,800 710,300
35 67,100 773,100
36 71,600 840,200
37 76,100 911,800
38 80,800 987,900
39 85,700 1,068,700
40 90,700 1,154,400
41 95,800 1,245,100
42 101,000 1,340,900
43 106,300 1,441,900
44 111,800 1,548,200
45 117,500 1,660,000
46 123,200 1,777,500
47 129,100 1,900,700
48 135,100 2,029,800
49 141,200 2,164,900
50 147,500 2,306,100
51 153,900 2,453,600
52 160,400 2,607,500
53 167,100 2,767,900
54 173,900 2,935,000
55 180,800 3,108,900
56 187,900 3,289,700
57 195,000 3,477,600
58 202,300 3,672,600
59 209,800 3,874,900
60 - 4,084,700

Quests

A quest gives experience based on its level, its type and how hard its objectives are. The quest log shows the amount before you accept. Quests with slow or tough objectives usually pay more than others of the same level.

The quest log colors every quest by its level compared to yours:

  • Gray: 5 or more levels below you
  • Green: 3 to 4 levels below
  • Yellow: up to 2 levels above or below
  • Orange: 3 to 4 levels above
  • Red: 5 or more levels above

For quests more than 5 levels below you, the experience drops by 10 to 20% for every extra level.

The quest log for Duskwood with quests in green, yellow and red, a screenshot from the beta of World of Warcraft: Forever

The quest The Legend of Stalvan with a reward of 1,150 experience, a screenshot from the beta of World of Warcraft: Forever

Elite and group quests send you after stronger monsters or into dangerous places. You often need help, and the reward is higher, experience included.

Repeatable quests have a blue marker instead of a yellow one. Most give no experience, so do them only for the other rewards.

Kills

Monsters give experience based on their level compared to yours and on their type. Monsters close to your level give the best balance between speed and experience. Much lower ones give little, much higher ones take too long.

Nameplates use the same colors as the quest log. Gray monsters give no experience at all. Monsters with a skull are far above your level and best avoided.

Green mobs give less than in Classic. Monsters below your level pay less in Forever, from a few percent to about a quarter per kill. Blizzard says that is intended, to balance the new buffs from food and camps. Monsters of your own level give exactly as much as in Classic.

Elites have a golden dragon around their portrait. They give more experience than normal monsters, but take so much longer that they are rarely worth farming.

The portrait of Stitches with the golden dragon of an elite, a screenshot from the beta of World of Warcraft: Forever

Tagging and kill credit

Only the first player or group to hit a monster, with damage or a debuff, gets the experience. A monster tagged by someone else gets a gray nameplate. In a group, every member who is alive and nearby gets credit, so you do not each need to hit every monster.

AoE grinding

Pulling a pack and burning it down with area spells can be fast in the right spot. Blizzard made it less effective in Forever, especially for Mages, who were known for it in Classic. It still works to some degree with the right spells, gear or help. You need a way to survive the pack or keep it away with roots, slows and stuns, plenty of monsters and few players competing for them.

Dungeons

Dungeon experience changed several times on the beta. In September Blizzard moved experience from kills to quests: monsters gave little, the dungeon quests a lot. On 1 October the extra experience from dungeon quests was cut by 50%. A week later dungeon monsters got 20% more experience, and a bug that based every kill on the highest level in the group was fixed.

The best approach is to pick up the dungeon quests in advance and complete them during the run. Pulling large packs and killing them with area spells, called dungeon cleave, also works, but Blizzard does not want dungeons to be the fastest road to 60.

A much higher player in the group costs a lot of experience. A level 60 clearing a dungeon for you is no longer an efficient way to level. Group with players in your own level range. The dungeon guide lists every dungeon with its levels and quests.

The portal into The Deadmines in a mine tunnel lit by lanterns, a screenshot from the beta of World of Warcraft: Forever

A large ghoul and smaller undead under a green sky in the Ruins of Lordaeron, a screenshot from the beta of World of Warcraft: Forever

Exploration

Entering a new area for the first time gives a little experience and reveals it on your map. The amount is small, so it is not worth a detour, but it adds up while you travel for quests.

The message Discovered: Vul'Gol Ogre Mound, a screenshot from the beta of World of Warcraft: Forever

Groups

In a group, the experience per kill depends on the size of the group and the levels of its members. A bigger group means less per player, and a much higher member cuts it sharply. In return you kill faster and finish quests more easily. Quest rewards do not change in a group, but quest objectives do not count in a raid group.

Rested experience

Rested XP doubles the experience from kills until it runs out. Quests and exploration do not get the bonus.

You build it up in an inn, a capital city or in the Cozy Sleeping Bag. Your portrait then shows a ZZZ. Log out there and it keeps building while you are offline. With rested XP, the filled part of your experience bar turns blue instead of purple, and a marker shows how far the rested pool reaches.

A Night Elf portrait at level 10 with the ZZZ of a rested area, a screenshot from the beta of World of Warcraft: Forever
Speed 5% of your current level per 8 hours in a rested area
Cap 150% of your current level, 30 bubbles
From empty to full About 10 days logged out
Legacy: Well Rested 4% faster and a 4% higher cap per rank, up to 20%

Well Rested raises the speed and the cap by the same percentage. Filling up still takes about 10 days, but the pool holds up to a fifth more. Talented, the next Legacy talent, gives your first talent point up to five levels earlier. Both are in the Legacy calculator.

Camps, food and the sleeping bag

Forever adds three bonuses that stack with each other and with rested XP.

Camp Tent. At a camp, a Leatherworker can set up a Camp Tent. Resting there gives rested experience as in an inn, up to 5% of a level. The buff lasts an hour and stays when you die. The camping guide covers every camp object.

Well Fed. Most food from Cooking gives Well Fed, with 5% more experience from kills on top of its other stats. It usually lasts about 15 minutes and is lost when you die. Cooking is a secondary profession, so it comes on top of your two primary ones, and you need it to light a campfire.

Cozy Sleeping Bag. Roll it out anywhere and lie down for up to 3 stacks of Well-Rested, 1% more experience per stack. The buff stays when you die, and lying in the bag counts as a rested area, also while logged out. The sleeping bag guide walks through the quest chain across both continents.

A tent, a campfire and a Cozy Sleeping Bag on red earth, a screenshot from the beta of World of Warcraft: Forever

A leveling route

The biggest gain in experience per hour comes from a good route: quests picked up in advance, handed in on the way and no running back and forth. RestedXP has step-by-step leveling routes for every class and race, also for WoW Forever. Through our partner link you get 10% off.

Frequently asked questions

How much experience do you need to reach level 60 in WoW Forever?

4,084,700 experience in total, exactly as in Classic. Blizzard confirmed in September that the amounts per level have not changed.

How fast does rested XP build up?

5% of the experience for your current level for every 8 hours in an inn, a capital city or another rested area. The cap is 150% of a level, or 30 bubbles, which takes about 10 days logged out.

What does rested XP do?

It doubles the experience from kills until the rested pool is used up. Quests and exploration do not get the bonus.

Does food give experience in WoW Forever?

Yes. Most cooked food gives Well Fed with 5% more experience from kills, usually for about 15 minutes. The buff is lost when you die.

Do green mobs give less experience than in Classic?

Yes. Monsters below your level give less than in Classic, and the gap grows with the level difference. Blizzard says that is intended, to balance the new experience buffs.

Can a level 60 boost you through dungeons?

Not efficiently. Forever gives much less experience when a much higher player is in the group. Dungeons work best with players of your own level range.

Do the bonuses stack?

Yes. Rested XP, Well Fed and the Well-Rested buff of the Cozy Sleeping Bag all work at the same time.

Sources: Warcraft Tavern