
Short answer: plan for roughly 100 to 180 hours of play, depending on how experienced you are and how efficiently you level. A first-time player learning the game can go well beyond that.
There's no official number yet, and there can't be — the beta is capped far below 60 and nobody has played the full climb. But the estimate isn't a guess either. Blizzard has confirmed that the experience curve from 1 to 60 is unchanged from Classic, which means we know exactly how much experience the journey takes. What changes is how fast Forever lets you earn it.
Here's the breakdown: estimates by player type, where the hours actually go, what speeds you up, what slows you down, and how much you need to play to be ready when raids open on December 9.
Estimates by Player Type
Player Type | Estimated /played to 60 | In Days Played |
|---|
Veteran speed-leveler with a planned route | ~100–120 hours | ~4–5 days |
Experienced player, efficient questing | ~120–170 hours | ~5–7 days |
Returning player, relaxed pace | ~170–220 hours | ~7–9 days |
First-time player learning the game | ~190–290 hours | ~8–12 days |
For context: the original vanilla speed record sat just under five days of /played. That was a world-class player on a perfected route. Treat the top row as a ceiling, not a target.
These figures are built on Classic data, since the curve is the same. Forever-specific changes — covered below — will shift them in both directions, and the numbers will firm up as the beta reaches level 30.
Where the Hours Actually Go
This is the part that surprises people. The climb to 60 is extremely back-loaded.
Level Range | Share of Total Experience |
|---|
1–10 | ~1% |
10–20 | ~4% |
20–30 | ~9% |
30–40 | ~17% |
40–50 | ~30% |
50–60 | ~40% |
Levels 1 to 30 are only about 13% of the experience to 60. Levels 40 to 60 are about 70%.
Time isn't split quite as unevenly, because you earn experience faster at higher levels — but the 40s and 50s still make up well over half of your total play time.
Two practical consequences:
Your early pace lies to you. Reaching 20 in your first couple of sessions feels fast, and it is. Extrapolating from it will badly underestimate how long 60 takes.
The beta shows you the easy part. With the beta capped at 30, testers are seeing roughly an eighth of the climb. Any "I hit the cap in a day" impressions from beta say very little about the full journey.
What Makes Forever Faster Than Classic

Dungeon Quests Pay Far More
Experience from dungeon quests has been raised substantially. A first clear of each dungeon, with all its quests, is one of the biggest experience payouts in the game — and there are nine new dungeons spread across the whole 1–60 range to take advantage of it.
Rested Experience Outdoors
Campfires grant rested experience in the open world. In Classic, rest meant logging out in an inn or city. In Forever you can bank it at a campsite mid-route, which removes a lot of travel-to-town dead time.
Food With an Experience Buff
Almost every crafted food gives a stat bonus plus a small experience buff. The exact percentage isn't published, but it's active for the whole climb if you keep Cooking up.
More Quests, Less Grinding
Over 1,000 new quests are spread across the entire leveling journey. The classic pain point — running out of quests in the 40s and 50s and grinding mobs to fill the gap — should be much less common. Riverglades alone adds close to 200 quests for the mid-30s to mid-40s.
Better Travel
New ship routes cut transit time — including a direct line from Tanaris to Powderfuse Port in Riverglades, which is exactly the bracket where travel used to hurt most.
Class Quality-of-Life
Every class has been reworked. Some changes seen before beta target leveling downtime directly — Warriors appear to get Victory Rush as a baseline self-heal on kills, which attacks the very reason Warriors were the slowest class to level in Classic.
What Makes Forever Slower Than Classic
The Dungeon Chain-Run Is Dead
Experience from killing monsters inside dungeons has been cut hard. In Classic, the fastest mid-level strategy was running the same instance over and over — or paying for a dungeon carry. That route no longer works. One clear per dungeon, then back to questing.
No Perfected Routes on Day One
This is the big one for veterans. Classic speed routes were refined over years. Forever adds new zones, new quest hubs, and new dungeons, so the first weeks will be route discovery rather than route execution. Experienced players will still be fast — just not as fast as their Classic muscle memory suggests.
Everyone Starts at Once
The entire playerbase begins at level 1 on November 4. Expect crowded starting zones and competition for quest mobs during the first days. Early beta access already saw long login queues, which is a fair signal of launch-day demand.
No Flying, No Scaling
Ground travel only, fixed zone difficulty. The riding level and cost haven't been confirmed yet — if the first mount arrives around 40, as in Classic, the long 40–60 stretch is where it matters most.
The December 9 Question
Raids — Barrow Deeps, Hyjal Summit, and Onyxia's Lair — open December 9, five weeks after launch, and every raid requires level 60.
Here's the daily play time needed to make it:
Your Total Hours to 60 | Daily Play Needed From Launch |
|---|
100 hours | ~2.9 hours a day |
120 hours | ~3.4 hours a day |
150 hours | ~4.3 hours a day |
180 hours | ~5.1 hours a day |
And by weekly schedule:
Hours Per Week | At 120 Hours Total | At 180 Hours Total |
|---|
7 (1 hour a day) | ~17 weeks | ~26 weeks |
14 (2 hours a day) | ~9 weeks | ~13 weeks |
21 (3 hours a day) | ~6 weeks | ~9 weeks |
28 (4 hours a day) | ~4.5 weeks | ~6.5 weeks |
42 (6 hours a day) | ~3 weeks | ~4.5 weeks |
The honest takeaway: most players with a job, studies, or a family will not be level 60 by December 9. That's not a problem — Forever has no expansion clock and the raids aren't going anywhere. But if you're in a raiding guild planning a launch-week clear, you need to know this now rather than in mid-December.
How to Shorten the Climb
Take every dungeon quest, clear each dungeon once. This is the single biggest lever in Forever.
Bank rested experience for the 50s. It's worth far more in the longest stretch than at level 15. Campfires let you rest without going back to town.
Level Cooking. Food carries an experience buff for the entire journey.
Budget gold for your first riding skill before you reach the level where it unlocks.
Don't grind. With 1,000+ new quests, quest density is high — running out of quests usually means you've skipped a zone.
Pick the class you'll play at 60. Class speed differences cost you a day or two at most. Rerolling at level 35 costs you far more.
Our full route by level bracket is in the WoW Forever Leveling Guide: 1–60.
Is the Second Character Faster?

Yes, noticeably. Three reasons:
You know the new routes. Route discovery is the biggest hidden cost on your first character.
Legacy perks. The Adventure tree's Well Rested increases rested experience gain and the rested cap, so a parked alt builds more bonus experience between sessions.
Gold. Your main funds your alt's mount, gear, and consumables from day one.
One exception: Legacy progress doesn't flow into the Hardcore ruleset. A Hardcore character climbs from zero with no account perks.
The Short Version
Expect roughly 100–180 hours of /played to reach 60. First-time players can take considerably longer.
The experience curve is unchanged from Classic — only how you earn it has changed.
Levels 40–60 are about 70% of the experience. Your early pace will mislead you.
Dungeon quests are worth far more, dungeon kills far less. One clear per dungeon.
Campfire rest, food buffs, and 1,000+ new quests speed you up. No chain-runs, no perfected routes, and a crowded launch slow you down.
Being 60 for raids on December 9 takes roughly 3 to 5 hours of play every day from launch.