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 | |
| Legacy talents | |
| 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.
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.


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.
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.


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.
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.
| 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: |
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 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