Tarren Mill is the hub for the Horde’s Dalaran access quests: Magus Wordeen Voidglare starts the main chain, while Keeper Bel’varil supplies the parallel stone-collection objectives. Set your hearthstone at Tarren Mill and speak to both NPCs before leaving. Their objectives share enough travel that taking only one quest creates avoidable backtracking.
Keep two progression checks separate throughout this route: completing the Horde prerequisites and finding an active dungeon entrance. Dalaran was closed in the beta while its attunement quests were available. Alliance players can reach the dungeon directly, but that faction advantage does not override a closed instance.
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Start the Horde Dalaran route in Tarren Mill
Collect the opening quests together, then work through their shared objective area rather than returning after each individual completion.
- Magus Wordeen Voidglare: accept Prison Break In and Key to the City.
- Keeper Bel’varil: accept Stone Tokens.
- Hillsbrad objective area: travel toward the quest objectives around 18,90, defeat the listed traitors and recover the required artifacts.
The easy-to-miss objective is inside the building: loot the Grimy Key from the chest on the second floor for Key to the City. Clearing the enemies outside does not finish that collection objective. Check both Wordeen quests before leaving the area so a missed chest does not become another journey from Tarren Mill.
Work on Bel’varil’s stone objectives during the same circuit. The beta does not make the stone-collection branch’s mandatory status clear, so carrying it alongside the main chain is the efficient route: you cover the overlapping objectives without betting your progress on it being optional.
Clear the follow-up objectives before the final handoff
Return to Tarren Mill with the opening objectives complete. The next quests are Dalaran Patrols from Magus Wordeen Voidglare and Bracers of Binding from Keeper Bel’varil. Take both before heading back toward eastern Dalaran.
The follow-up area is around 23,65. Dalaran Patrols targets Dalaran Summoners, while the binding objectives involve Elemental Slaves and collecting their required bracers. Keep both quests visible in your tracker: completing the patrol kills alone leaves the collection work unfinished.
After turning in the follow-ups, continue through Blood in the Streets and the Image of Archmage Modera handoff. Keep Blood in the Streets tracked until that conversation is complete; the NPC handoff is a quest-chain checkpoint, not the dungeon entrance.
Take Heart of Disruption when it becomes available. This is a Dalaran dungeon quest with rare-quality blue rewards, so it belongs in your preparation for the eventual instance run rather than your outdoor-objective checklist.
What completing the attunement actually gets you
The Horde chain prepares the key-item path for access through Dalaran’s sewers. Possessing the access key does not mean the dungeon has opened. Check the entrance’s status before assembling a full group; if the current interface offers a dungeon queue, check that separately rather than assuming outdoor quest progress has enabled it.
Dalaran sits around the 28-33 level range in beta planning, making a level-30 character a sensible candidate for entrance testing when the instance is enabled. That range is preparation guidance, not a guarantee about admission requirements or the launch build.
For the eventual run, keep Heart of Disruption and look for the recommended dungeon quests Source of Power and The Grave Knight. The useful stopping point during a closed beta is an advanced access chain and collected dungeon quests. There is no reason to hold a group at the entrance while the instance remains unavailable.
Skyborne levels 1-12: choose faction before planning the class test
Skyborne characters begin on Zephras Isle, with a starting experience covering levels 1–12. Both Alliance and Horde Skyborne can be Druids, Hunters, Rogues and Warriors. Alliance adds Mage; Horde adds Shaman. If Druid behavior is your priority, either faction lets you run the same core class comparison.
The Windshaper/High Order faction mapping is unclear, so identify your comparison characters by the Alliance or Horde selection at character creation rather than relying on the branch names. Keep faction choice fixed if you are testing form mechanics; compare the two factions separately when investigating story, trainers and the starter-zone handoff.
Muriel Mistwake introduces Walk on Air near the start of the island. The racial slows falls into a controlled glide. Try it on a short drop before using it to shorten a quest route, then repeat the check in any available Druid form. Do not assume its behavior carries over unchanged between the unshapeshifted character and every form.
A Druid test schedule for the full starting island
The level bands below organize your checks; they are not promised form-unlock levels. If a form or ability is unavailable, record that and continue with the kit you actually have. Building the test around an assumed early transformation would make the comparison misleading.
| Level band | What to check | Why it matters |
|---|---|---|
| 1–3 | Starting spellbook, weapon attacks, spell range, cast times, mana use and Walk on Air. | Establishes an unshapeshifted baseline before form mechanics change combat or movement. |
| 4–6 | Trainer access and any available form: transformation timing, combat use, action-bar changes and resources. | Separates ability availability from assumptions about when the first form should arrive. |
| 7–9 | Recovery after combat, repeated transformations, hills and coastal routes, and racial behavior in available forms. | Shows whether a form improves the whole quest loop rather than a single fight. |
| 10–12 | Full available spellbook, form abilities, class quests, talent access, final rewards and departure destination. | Creates a comparable endpoint for Alliance and Horde Druids before they leave the island. |
Use the same enemy type for your first unshapeshifted and form-based fights. Keep the opening health and resource state similar, and separate single-target combat from encounters with several weak enemies. Otherwise, a change in enemy strength or pull size can look like a form advantage.
During each transformation, watch what happens to health, mana, the form’s resource and your available abilities. Check whether form skills arrive automatically or require training. When leaving form, note the resulting health and mana rather than judging only the damage dealt during the fight: recovery between pulls can change the value of a leveling approach.
Separate Skyborne form appearance from mechanical changes
Skyborne Druids have race-specific forms. Record their appearance separately from movement speed, armor, resource use and ability behavior. A different model alone does not establish a different leveling mechanic.
Forever’s Druid changes include weapon enchantments functioning in cat and bear form. If your test character has a relevant enchantment, include it in the form checks and keep the weapon consistent between comparisons. Without one, leave that check for later rather than drawing a conclusion from an effect your character cannot produce.
For travel, compare ordinary running, Walk on Air and only the forms or temporary movement effects currently available. Use the same stretch of hillside or coastline each time. A glide can shorten a descent without improving the climb back, so judge it against the actual direction of the quest route.
At level 12, record your final spellbook and departure destination before leaving Zephras Isle. For a second Druid on the other faction, compare training access, class quests and form presentation at that same endpoint. Matching the class and endpoint keeps faction differences from being confused with differences in leveling progress.
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