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Leveling 1–60

Six bands. For each: the zones whose level range covers it, the dungeons inside it, and one thing to keep in mind. Level ranges come from the client.

Checked against build 1.60.1.70840 · Nov 7, 2026

The route

Quest the zones in your band and run each dungeon once as it opens. Dungeon kills pay more than outside; the dungeon quests pay a normal quest's worth.

Both continents

A ship runs Stormwind Harbor to Auberdine, and a goblin boat links Steamwheedle Port in Tanaris with Powderfuse Port in Riverglades.

Rest

Log out at an inn or a capital. A Camp Tent at a campfire adds rested experience worth five percent of a level when you hold less.

Level 1–10

Stay in the starting zone until its quests run dry. Everything you need is within sight of the first town, and the board there hands you off to the next region.

Level 10–20

Your first dungeons open here. Finish a zone’s chains before you leave; the last quest in each chain usually points at the next zone.

Level 20–30

Both continents have a lane now. Pick one road and clear it rather than hopping across the sea for single quests.

Level 30–40

Quests thin out per zone. Pair each zone with the dungeon inside it and run both before moving on.

Level 40–50

The mount changes the math. Wide zones with spread-out quests are worth the ride now, and two zones at once keeps the log full.

Level 50–60

Dungeons carry you home. The late zones feed the endgame reputations, so their quests keep paying after the cap.