How XP works
Pick who is with you, then quests, a dungeon or grinding. The rules are Blizzard's; where Blizzard printed no number, the page says so instead of guessing.
Your mix
Two picks. The answer links into the route and the dungeons.
Who is with you
How you level
Pick who is with you, then the pace.
Quest the route
Stay on the road. Quest experience is a level table in the client, not a number on each quest, so finishing a zone beats sampling three.
One seat of five
The new dungeons are five-player. Quest the route until a group fills, then take the dungeon in your band.
A kill in the dungeon pays by your level, and about a fifth more than the same kill outside.
No published rate
Blizzard has printed no rate for grinding alone. The route is the mapped path.
Quest together
Two people on the route. No duo bonus is published, and each of you is paid by your own level.
Two seats of five
A duo does not fill a new dungeon. Kill experience still goes by each player's own level.
Route, then the dungeon
Quest the route and run the dungeon in that band once. Collect the dungeon quests before the first pull; they still pay a normal quest's worth.
Dungeon, then the road
Run the dungeon, then the route between dungeons. Kills pay about a fifth more inside, and the dungeon quests pay half the extra they used to, which is the point: dungeon-only is not meant to be the fastest road.
The rules Blizzard published
Short, with the post each one comes from.
Dungeon kills pay more
Experience from killing creatures in a dungeon is up by about a fifth.
Development notesExternalDungeon quests pay less extra
A dungeon quest pays half the extra it used to beyond a normal quest. The normal quest value is untouched.
Development notesExternalYour level, not the party's
The low-level penalty on kills uses your own level against the enemy, the way Classic Era did, not the highest level in the group.
Development notesExternalToo high, and nobody gets it
If someone in the party is vastly higher level than the enemy, no one in the party gets experience for that kill.
Development notesExternalThe camp tent
A Camp Tent at the campfire adds rested experience worth five percent of a level, when you hold less than that.
Camping and professionsExternalFood
Food buffs were overhauled, and some crafted food grants a small experience bonus.
Deep dive panel recapExternalGrinding
Open-world grinding has no published rate. Nothing here guesses one.
Development notesExternalBy level band
Which source to lean on, and what goes wrong.
| Levels | Lean on | Watch out |
|---|---|---|
| 1–20 | Quests. The starting zones are dense and the chains are short. Zephras Isle, for the Skyborne, runs to about 12. | A dungeon once each as they open, for the quests inside as much as the kills. |
| 20–40 | Quests with a dungeon per zone. Collect the dungeon quests first. | Zones spread across both continents. Finish one before crossing the sea for another. |
| 40–60 | Dungeons with a full quest log, then the zone around them. | Grey quests pile up. Turn in before the next band. |
What the client can show
And what it cannot.
Quest experience
QuestXP is a level table, not a per-quest value. This build has no readable per-quest reward row. The table is keyed by level with difficulty columns, which is why no quest on this site carries a number.
Group quests
No readable group-size flag on the quest rows in this build. Quest types and level requirements show in the quest log itself.
Leveling 1–60 Six bands, both factions
Dungeons Every instance by level
Camping The tent, and the rest of the fire Quest table 1.60.1.70755 · Client build 1.60.1.70840 · Nov 7, 2026