QUICK START
Frost is a useful first route for learning range and control. Keep water ready, bind Frost Nova and Polymorph separately, and leave yourself an escape path.
ROLE
Ranged damage · Crowd control
RESOURCE
Mana
01
Control creates casting time
You are easier to protect at range than in a trade of melee blows. Begin where you can see the terrain behind you. A wall, another enemy or a respawn can make a retreat more dangerous than the original target.
When comparing a spell or talent, include recovery time. A burstier approach that empties your mana on every enemy may complete fewer quest objectives over the same session.
Read more: Mage playstyles in Forever.
For named training milestones, quest upgrades and your first dungeon checklist, read the Mage levelling guide.
02
Three talent paths
You create a Mage first, then develop a talent path as you level. Read the choices below as playstyles: early points and a fully developed build are different stages of the same character.
Arcane
Manage mana around Arcane damage and efficient casting opportunities. Arcane Concentration can provide Clearcasting; deeper talents support Arcane Blast and Arcane Missiles.
Fire
Build around Fire spells and critical hits. Ignite turns critical damage into a burn, while later proc talents add reactive decisions. It suits players who enjoy watching for a damage opportunity.
Frost
Combine Frostbolt with slows, freezes and reactive attacks. The tree adds control and frozen-target interactions. It is a helpful starting point for learning solo positioning.
Use the planner to read the current talents and check row requirements. Legacy’s Talented bonus adds points separately; leave its rank at zero unless your character has earned the bonus.
+ Plan your talent points
Read talents and plan a route for your Mage. Open the full Mage calculator for more space.
Loading talent trees…
03
Learn one enemy before a whole pack
Open
Use your main damage spell from range.
Control
Use Frost Nova or another learned control spell when it creates a useful gap. Move to a safe spot, then resume casting.
Finish
Avoid an expensive extra cast if a low-health enemy can be finished cheaply.
Reset
Recover mana where you can see approaching enemies, then prepare the next pull.
Polymorph is useful for separating a target from a pull. Agree on a target in groups, and keep damage away from it while the group handles the rest.
Keep Frostbolt current and use the slow to create casting time. Frost Nova is a reset: root, move, then cast from the new position. Standing beside the rooted enemy throws away the defensive benefit.
A frozen-target Ice Lance needs the right condition. Read your talent interactions before adding it as an unconditional filler on every enemy; being a Frost Mage does not make every target frozen.
Train current water ranks and conjure before a quest loop. Measure kills and drinking together when comparing routes. A faster burst rotation can lose overall if it spends the next minute recovering.
Single-target Frost is a practical starting point. Large Blizzard pulls need terrain, control and enough mana to finish the entire pack. Increase pull size after proving the smaller pull, rather than copying a level-60 clip.
04
Damage and recovery both matter
Attributes, in numbers
Mage stat conversions
Strength is shown for ordinary melee attacks. Attack Power does not convert into wand damage or spell damage in this example.
Level 30: class baseline, before buffs and talents.
Mana gains use the existing Intellect input. The first 20 effective points contribute 1 mana each; above 20, each point contributes 15. Crossing 20 uses both rates. More mana is a larger pool, not a faster regeneration rate. “pp” means percentage points: +1 pp takes 5% to 6%, before other modifiers.
Ordinary melee Strength example Does not affect wand or spell damage
The AP contribution is added to the weapon's base DPS. It is not total combat DPS. Listed weapon speed is used; haste, misses, crits, armor, procs and special attacks are excluded.
Agility
+0.692 ppWeapon crit contribution at this level
- Baseline melee AP
- +0
- Tooltip armor contribution
- +20
Intellect
+0.366 ppSpell crit contribution at this level
- Mana gained
- +150
Uses existing plus added effective Intellect: the first 20 contribute 1 mana per point; above 20, 15 per point. This is neither Spell Power nor mana regeneration.
“pp” means percentage points: +1 pp takes 5% to 6%, before other modifiers. Crit contributions are not total crit chances.
- Stamina
- The first 20 effective points add 1 health each. Above 20, the client uses your character’s current health-per-point rate; health buffs and talents can change the gain.
- Mana per 5 seconds
- +5 MP5 gives 60 mana over one minute, assuming a constant effective rate and enough missing mana to receive it.
- Spirit
- Mana recovery depends on class rules, talents and when you spend mana. See the regeneration mechanics.
- Spell Power
- Applied by each spell and rank's coefficient. It has no universal damage or healing conversion. Inspect the spell-rank data.
How crit changes as you level +10 attribute examples
| Level | Agility → weapon crit | Intellect → spell crit |
|---|---|---|
| 1 | +0.9 pp | +1.92 pp |
| 10 | +0.818 pp | +1.333 pp |
| 20 | +0.75 pp | +0.593 pp |
| 30 | +0.692 pp | +0.366 pp |
| 60Future/reference | +0.514 pp | +0.168 pp |
“pp” means percentage points: +1 pp turns 5% into 6%, before other modifiers. These are contributions, not total crit chances.
Assumptions & sources Build 1.60.1.70205
Interactive figures use class baseline: race, buffs, talents, form overrides and server-side changes are not applied. The client data describes configured conversions; it is not a combat-log measurement or a gear ranking.
- Attack Power: added Strength × the class's AP-per-Strength field. Agility's melee and ranged AP fields are kept separate.
- Crit: added attribute × its exact class-and-level coefficient × 100. No interpolation or Classic fallback is used.
- Ordinary swing contribution: added AP ÷ 14 × listed weapon speed. The divisor and +2 armor per Agility come from the matching client tooltip code.
- Configured mana contribution at effective Intellect I: min(I, 20) + 15 × max(I − 20, 0). An increase across the breakpoint is the difference between the old and new totals.
- Stamina's first-20 breakpoint is present in the matching constants file. The exact above-20 Forever rate has not been verified; the UI obtains it from the game's runtime API.
Class conversion data · Level conversion data · Matching client tooltip source · Intellect and Stamina constants · Read the stat mechanics
Game data and icons © Blizzard Entertainment. Public client exports: wago.tools; client UI mirror: Gethe. Values rounded for display.
Spell power helps damage, while Intellect expands your mana pool. Spirit and other recovery tools affect how soon you can start again. Stamina can give you time to correct a positioning mistake.
A wand gives you a low-mana finishing option. Compare its damage if you use it often, rather than treating it as a decorative equipment slot.
Read more: Mage levelling equipment.
RFC · cloth
Robe of Evocation from Jergosh and Crystalline Cuffs from Taragaman are named caster comparisons. Inspect their actual spell and mana stats against your quest equipment.
Hall of Thanes · weapons
Fang of Magmatus and Golemheart Stave are spell-power weapon options. Use the dagger with a useful off-hand; compare the complete setup with a staff.
Alliance · quest
Old Ironforge Incursion offers Deepblaze as a caster reward. Take the quest before the run so the weapon does not depend on a boss drop.
05
Useful before the first pull
Offer food, water and Arcane Intellect before the group starts. Keep an accessible Polymorph key and confirm the control target. A clear plan saves more time than recovering from an avoidable extra pull.
Do not freeze a pack simply because enemies are nearby. A rooted enemy can hit someone standing beside it. Use control to solve a problem, then move so the tank can regain control.
Read more: Mage group utility.
06
Ability and build milestones
Level 4
Frostbolt. The main attack for the Frost route. The slow creates room for the next cast; begin from useful range.
Level 8
Polymorph. Separate a dangerous humanoid or beast from a pull. Damage breaks the control, so keep area effects away from it.
Level 10
Frost Nova. Root, move out of melee reach, then resume casting. A rooted enemy can still hit a player beside it.
Level 20
Blink. A movement and escape tool. Check the landing area instead of blinking into a fresh pack.
Level 20
Ice Lance. A Frost talent at its earliest normal unlock, not automatically a trainer spell. Use its frozen-target interaction when your build supplies the condition.
Level 24
Counterspell. Interrupt dangerous casts. Bind it separately from your damage rotation so it is available when needed.
Level 26
Cone of Cold. Adds a close-range slow and damage option. Use it to create space rather than standing in melee waiting for another cast.
These are toolkit changes, not measured percentage-DPS claims. Talent unlocks assume enough points in the required tree; Legacy bonuses and off-tree points can change when a build reaches them.
07
Sources and beta updates
Written for WoW Forever beta. Ability values and talent choices can change with updates; check your current in-game tooltips when a detail differs.
Mobalytics — Frost levelling · Mobalytics — Arcane, Fire and Frost changes · FF — Frost control and beta builds · Icy Veins — Ragefire Chasm rewards · Wowhead — Hall of Thanes quests and rewards · TalentsForever — licensed beta spell and talent records · Method — Mage training and builds
Community tips are linked beside the relevant advice. They describe player experience; they are not measured class rankings.