How to Unlock And Defeat Mammon In Neverness to Everness Without Getting One-Shot?
Mammon is one of the toughest bosses in Neverness to Everness due to his deceptive speed, deadly AoE attacks, and unpredictable combos. Mastering dodge timing and parry windows is the key to defeating him efficiently.
There are many bosses in Neverness to Everness, but Mammon is renowned for his unpredictable attacks. While he appears slow and clumsy, his movement speed and attack recovery time are incredibly deceptive.
Add to that Mammon's astonishing health, powerful Ground Slam, and attack range far exceeding player expectations, making both offense and defense equally crucial in his fight.
Therefore, this guide covers everything about Mammon, including how to unlock this fight and some unique mechanics and techniques to help you easily overcome this challenge.
How to Unlock Mammon?
Mammon isn't available immediately. You need to complete either Yarn Ball in Neverness to Everness or Anomaly Commission in Fons. These quests can be found on Anomaly Commissions screen on the map.
After completing these steps, you need to go to Ebisu Auction House to bid on Gluttonous Eye item and Covetous Coins used to activate and upgrade Blind Mammon plushie.
However, please note that to participate in the auction, you must complete Chapter 3 of the main story, Deal? Deal!
Activating Plushie unlocks Realm of Greed game mode. You can use Covetous Coins to upgrade Plushie's level; the higher the level, the more Fons you'll receive per Mammon challenge. Rewards reset weekly, so the number of Fons obtainable each week is limited.
However, you can challenge Mammon an unlimited number of times through Anomaly Furniture. Each time you break your personal record, you'll receive additional rewards on top of previous challenges.
In addition, Mammon will also appear as the final boss of Pink Paws Bank Heist; defeating him will grant a large amount of Fons.
How to Beat Mammon?
Reading Mammon's movement
The biggest challenge in attacking Mammon is that, unlike other slow-moving bosses in Neverness to Everness, you can't predict his attacks. Mammon's movements have almost no wind-up, and he can close the distance to you almost instantly.
You might be tempted to go all out, but he has high stagger resistance, meaning he can even counterattack during your combos if you're not paying attention to his movements.
Mammon's primary attack is a straight-line lunge. If you dodge backward at this point, you'll make a big mistake, as his attack range is long enough to still graz you.
The correct approach is to dodge diagonally to his side, at approximately a 45-degree angle, targeting his rear. If executed correctly, you'll be behind him as he completes his thrust, in a perfect attack window.
Utilize Parry System
Some of Mammon's combos end with a parryable ultimate attack. After his third or fourth claw swing, he'll pause briefly and emit a golden or white flash. This is your parry opportunity.
A successful parry significantly reduces his stagger bar. When the bar is depleted, Mammon will fall to the ground and take an additional 50% damage.
However, you need to be aware that if Mammon is surrounded by a deep red aura, you cannot parry that attack and must dodge it. Only when there is a golden or white flash around him can the attack be parried. Many players feel the parry mechanism doesn't work because they try to parry attacks with the red aura.
Surviving Array Slam
In Neverness to Everness, Mammon's most dangerous attack is Array Slam, also known as Ground Slam. His attack involves multiple consecutive swings, and just when you think the attack is over and begin to relax your guard, you'll find the ground beneath your feet begins to glow. This delayed area attack can be fatal to most players.
Therefore, when Mammon uses Array Slam, you need to be extremely careful. Use a character with a movement skill, such as Nanally, to create distance and return to the attack range only after the glowing effect has completely disappeared.
Dealing with Mammon's Enraged Phase
In high-tier Endless modes, when Mammon's health drops below 30%, he enters Mammon's enraged phase. His movement speed will increase, and his Array Slam will add an additional shockwave ring.
The solution is simple: save at least one ultimate ability for this phase and kill him before his berserk state becomes uncontrollable. Try to avoid wasting your ultimate ability when Mammon's health is below 70%.
Exploiting Stagger Window
After Mammon is downed, don't just randomly attack with your strongest moves. The optimal sequence is as follows:
First, switch to Lakshana and apply elemental debuffs. Then switch back to Nanally and use her Burst abilities. Save your ultimate ability for this phase, ensuring each attack hits when Mammon is stationary.
During this time, utilize Lakshana's Esper Abilities in conjunction with Remora's mechanic to extend your sustained attack time, as Mammon can dash out of attack range even during ability cooldowns.
In summary, Nanally is crucial in dealing with Mammon and is an S-rank character in Neverness to Everness. If you don't already have her, you can buy Neverness to Everness Riftcrystal from EZG.com to obtain Solid Dice from the gacha pool and pull for her. This provides the fastest and safest acquisition path.
This concludes the article on how to defeat Mammon in Neverness to Everness. Timing is extremely important when battling him. Players can practice using the strategies outlined above, and we hope you succeed.
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GTA 6's PS5 Build Already References Multiplayer Activities
Grand Theft Auto VI is still officially being presented as a single-player game ahead of its November 19 release. But a new discovery in PlayStation's backend suggests Rockstar Games has already accounted for multiplayer-related functionality in the PS5 version.
The finding comes from PlayStation Game Size, a tracker known for monitoring PlayStation database updates. On November 9, the account reported three activity intents associated with GTA 6:
-
joinSession -
launchActivity -
launchMultiplayerActivity
The last entry is the one that stands out. It explicitly references multiplayer activity, making this more than a generic indication that the game supports PlayStation's activity system.
It is also not proof that GTA Online will be playable when the campaign launches. Rockstar has not announced an online release date, described the features of a future multiplayer mode, or confirmed whether it will arrive days or months after the main game.
What the discovery offers is a more specific technical clue: multiplayer-related activity handling appears in the reported PS5 build. Understanding what that does—and does not—tell us is the important part.
What Do joinSession and launchMultiplayerActivity Actually Mean?
The three entries are identified as PlayStation activity intents. In simple terms, an intent describes an action that a game can handle through the platform's system integration.
Their names offer clues about their intended roles, but they do not reveal every function Rockstar has implemented.
| Backend entry | What the name indicates | What remains unknown |
|---|---|---|
joinSession |
A pathway associated with joining a game session | Whether it supports friend invitations, public matchmaking, or specific lobby types |
launchActivity |
A pathway for launching a game activity | Which missions, modes, or other activities are supported |
launchMultiplayerActivity |
A pathway specifically associated with launching a multiplayer activity | Whether a playable online mode is complete, enabled, or connected to public servers |
The distinction between the entries matters. launchActivity is broad enough to describe a general game activity, while launchMultiplayerActivity explicitly identifies a multiplayer-related action.
That is why the third entry has attracted attention. It suggests Rockstar has made room for multiplayer activity integration at the PlayStation system level, rather than leaving every multiplayer-related reference out of the reported package.
There is a limit to what can be concluded, though. The presence of an intent does not establish that a corresponding activity is available to players. It also does not prove that PS5 users will be able to select a friend's profile and immediately enter a GTA 6 lobby, skip every menu, or launch a specific online job.
Those are possible uses of session and activity integration, not verified GTA 6 features.
Is GTA 6 Online Coming at Launch?
There is currently no official announcement confirming that a multiplayer mode will launch alongside GTA 6 on November 19.
PlayStation's official GTA 6 product page describes the game as a single-player experience and lists one player and offline play. Rockstar's official GTA 6 page confirms the November 19 release date for PS5 and Xbox Series X|S.
Those are the details players should use when making launch plans. The backend discovery does not override the official product information, nor does it announce a separate online service.
It is worth being precise here: an official single-player description tells us what Rockstar is currently advertising for the release. It does not reveal the full scope or timing of any future multiplayer project.
For now, players should not buy the game expecting a confirmed day-one online mode. There is no verified release date for a GTA 6 multiplayer experience, and Rockstar has not provided a feature list.
Could GTA 6 Online Arrive in 2027?
The possibility of a later launch has become part of the discussion, with some reports pointing toward 2027. That date, however, remains speculation rather than a confirmed Rockstar schedule.
A November 9 report from Notebookcheck discusses the 2027 possibility alongside the new backend discovery. It also references comments and reporting about the potential timing of future multiplayer content.
The important distinction is that discussion by industry figures or media reports is not the same as an announcement from Rockstar. The new PlayStation entries do not contain a launch date, and they cannot establish whether the online component is close to completion.
There is also a practical reason not to assume that multiplayer will arrive immediately after the campaign. A large online experience needs more than console-level integration. Matchmaking, player sessions, progression, account services, server capacity, and ongoing support all have to work together.
The backend discovery gives us a glimpse of one part of that picture. It tells us very little about the readiness of the wider service.
Rockstar Has Used Staggered Online Launches Before
There is a clear precedent for Rockstar releasing an online component separately from its main game.
Grand Theft Auto V launched on September 17, 2013. Rockstar then rolled out GTA Online on October 1, roughly two weeks later. The studio's September 2013 announcement discussed the rollout and acknowledged the pressure its servers had faced following the main game's launch.
Red Dead Redemption 2 followed a longer schedule. Its online component began a staged beta rollout on November 27, 2018, before becoming available to all owners on November 30. Rockstar explained that it was increasing the player population gradually to help its servers and systems handle demand.
| Game | Main game launch | Online rollout | Approximate gap |
|---|---|---|---|
| Grand Theft Auto V | September 17, 2013 | October 1, 2013 | 14 days |
| Red Dead Redemption 2 | October 26, 2018 | November 27, 2018 | 32 days |
These releases show that Rockstar has previously separated single-player launches from online rollouts. They do not establish a timetable for GTA 6.
The technology and scale of the games have changed, too. A future GTA multiplayer experience could require a different rollout strategy, regardless of how early its PlayStation integration appears in the backend.
What Could the Multiplayer Support Mean for GTA 6 Cash?
For players, the eventual appeal of a new online mode will extend beyond simply joining a session. The success of GTA Online has shown how much long-term progression, shared activities, and an in-game economy can shape the experience.
That is where GTA 6 Cash becomes relevant to the conversation.
If Rockstar introduces a substantial online experience, players will naturally want to understand how its currency and progression systems work. They will want to know how money is earned, what resources matter, and how the economy affects access to vehicles, properties, equipment, and other content.
None of those details has been confirmed for a future GTA 6 multiplayer mode. There is no verified list of online businesses, money-making missions, currency systems, or progression requirements to work from yet.
The new backend references do not reveal an economy. They simply make the possibility of future multiplayer activity more tangible.
For now, it is better to wait for Rockstar to explain the actual systems than to treat familiar GTA Online mechanics as guaranteed features of its successor.
GTA 6 Pre-Load Begins November 10
While the online discussion remains unresolved, Rockstar has confirmed the immediate launch details.
According to the official pre-load FAQ, digital pre-loading on PS5 begins at midnight local time on November 10, 2026. Xbox Series X|S pre-loading starts globally at 12 a.m. GMT on the same date.
Rockstar says players may need up to 212 GB of available storage, depending on their device. The game is scheduled to release on November 19.
The timing also means more package information may become visible as pre-loads begin. The reported PS5 build number, 01.001.004, is another detail circulating alongside the three activity intents.
Further discoveries may help clarify how the game is packaged and integrated with PlayStation. They should still be treated as technical clues unless Rockstar confirms what they mean for players.
What the New GTA 6 Multiplayer Leak Actually Tells Us
The November 9 discovery is worth watching because launchMultiplayerActivity is a specific multiplayer-related reference in the reported PS5 backend data. Alongside joinSession and launchActivity, it suggests that Rockstar has accounted for session and activity integration in the game's PlayStation package.
But the evidence stops there.
It does not confirm day-one multiplayer, a release date in 2027, cross-play, lobby sizes, public matchmaking, or the design of a future in-game economy.
For the November 19 launch, players should plan around the officially advertised single-player experience. The backend entries offer a reason to keep an eye on Rockstar's next announcements—not a reason to assume that GTA Online is already ready to play.
The most interesting question is no longer whether multiplayer-related code exists in the reported build. It is when Rockstar will explain what that code is intended to support.
Repeat Dungeon Runs Just Got More Rewarding in WoW Forever
Running a dungeon once for its quests and then never returning has been a frustrating part of leveling in World of Warcraft: Forever. That may now be a little harder to justify.
Blizzard deployed a hotfix on November 8 that increases experience from dungeon enemy kills by 50%. Community Manager Kaivax confirmed the change on the official forums, explaining that the goal was to make players feel better about going back for additional runs.
The timing matters. Forever had already received changes to dungeon quest rewards, creature XP, and party experience calculations during beta. The latest increase is another attempt to make repeat runs worthwhile without turning dungeon grinding into the obvious route to level 60.
For players who prefer grouping, need a particular dungeon drop, or simply want a break from competing for open-world quest mobs, this is a meaningful improvement. It does not, however, mean dungeon leveling has suddenly become faster than questing.
What the November 8 Hotfix Actually Changes
Kaivax's announcement was brief:
"At about 11:05 PST today, we deployed a hotfix that increased kill experience in dungeons by 50%, so it feels better to go back in for more runs."
He ended the post by wishing players luck with their Deviate Hides, a reference to the familiar Wailing Caverns farming objective.
The important phrase is kill experience in dungeons. This is not a blanket 50% increase to every reward associated with an instance.
| Mechanic | November 8 Hotfix |
|---|---|
| Experience from dungeon enemy kills | Increased by 50% |
| Dungeon quest XP | No change announced |
| Open-world enemy XP | No change announced |
| Gold rewards | No change announced |
| Item drop rates | No change announced |
For example, if an enemy previously awarded 100 XP, a 50% increase would make that reward 150 XP under otherwise identical conditions. That is simply an illustration of the percentage, not an actual XP value published by Blizzard.
There is another distinction worth keeping in mind: a 50% increase in kill XP does not mean a dungeon run now awards 50% more total experience. Quest turn-ins, group size, enemy levels, travel time, and clear speed all affect how much progress a character makes during a session.
Blizzard has not published a complete post-hotfix XP table for every dungeon and enemy level. Players therefore still need actual in-game results to determine how much an individual run is worth.
Why Dungeon XP Has Been a Point of Debate
The November 8 adjustment makes more sense when viewed against the earlier beta changes.
At the beginning of Forever's testing, Blizzard shifted a substantial portion of dungeon progression away from ordinary enemy kills and toward dungeon quests. The intention was to make completing an instance's quests rewarding without encouraging players to spend their entire journey repeating the same dungeon.
That approach created a noticeable difference between a first clear and subsequent runs. The first visit could include several quest turn-ins alongside the usual enemy kills. Once those quests were completed, players returning for gear or materials had fewer experience rewards to look forward to.
Blizzard then made two important adjustments:
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October 1: Dungeon quests began awarding 50% less extra experience beyond normal quest values. This reduced the additional bonus, not the entire XP reward from every dungeon quest.
-
October 8: Experience from killing dungeon creatures increased by approximately 20%. Blizzard also fixed a separate party XP bug that had calculated penalties using the highest-level member of the group rather than each player's own level relative to the enemy.
The October 8 correction matters for ordinary groups. Blizzard explained that a lower-level character running with a higher-level friend could previously receive less XP because of the way the party calculation worked. The fix restored the Classic Era approach, where the level adjustment was calculated individually for each party member. There is still a restriction: if a party member is vastly overleveled compared with the enemy, the group will not receive XP from that kill.
The November 8 hotfix adds another 50% increase to dungeon kill XP on top of that earlier work.
This history is important because the new number should not be read as a return to original Classic XP. It is an increase from the values players had immediately before the November 8 hotfix.
Is Dungeon XP Back to Classic Era Levels?
Not according to anything Blizzard has confirmed.
This is one of the most relevant questions in the official discussion. After Kaivax announced the change, a player asked directly how the new rates compare with Classic Era. Another welcomed the increase but said it was still too low.
That reaction reflects the central disagreement around dungeon leveling. Some players want repeat runs to be a comfortable alternative to questing, especially when playing with friends or filling tank and healer roles. Others are more interested in whether dungeon grinding can compete with highly optimized leveling routes.
Blizzard had already addressed the broader design question during beta. On October 8, Senior Game Designer Josh Greenfield explained that dungeon XP would not return to Classic Era levels. The goal was to make dungeon progression feel significantly better while keeping optimized dungeon grinding from becoming the clearly dominant way to reach 60. He said that, with perfect XP-per-hour play, dungeon leveling after the October adjustments would be close to optimal questing speed.
That statement describes the design target at the time of the October adjustment. It is not a new XP-per-hour measurement after the November 8 hotfix.
The official forum response to the latest change was mixed. Some players thanked Blizzard, while others questioned whether the increase went far enough. One reply summed up that frustration in a few words: "Still too low but thanks for moving the needle in the correct direction." Another asked about the Classic Era comparison. These are individual forum reactions, not a survey of the entire player base, but they show why the 50% headline has not settled the argument.
Until Blizzard publishes updated XP values, claims that dungeon kill XP has been restored to Classic levels are premature.
Which Dungeons Make Sense for Repeat Runs?
The hotfix does not create a new official leveling route, but it gives players another reason to consider familiar instances when they are already in the appropriate level range.
Wailing Caverns and Deadmines — roughly levels 17–26
These are natural early dungeon choices for Horde and Alliance characters. Completing available quests on the first run remains important, but additional clears can now provide more kill XP while players look for equipment.
Wailing Caverns also connects directly to Kaivax's Deviate Hides reference. Players collecting hides for the associated quest may need to spend extra time killing creatures in the instance. The XP increase makes those kills more rewarding, but it does not increase the hide drop rate.
Scarlet Monastery — roughly levels 30–46
Scarlet Monastery's four wings provide options across a broad mid-level range: Graveyard, Library, Armory, and Cathedral.
A group should choose its wing based on the levels and capabilities of its members rather than treating Cathedral as the automatic destination. Groups with strong area damage may clear packs quickly, but the hotfix alone does not prove that spellcleave groups now achieve a particular XP-per-hour rate.
Zul'Farrak — roughly levels 44–54
Zul'Farrak is a natural destination for players moving through the mid-40s and early 50s. It offers opportunities to combine enemy kills with equipment hunting and material collection.
The familiar zombie graveyard is one possible reason to return, but whether repeated runs outperform questing depends on the group's clear speed and how much time it spends between pulls.
Maraudon — roughly levels 46–55
Maraudon offers another option for players moving beyond Scarlet Monastery. It can be worth revisiting for particular drops as well as experience, but the value of a run depends on the section being cleared, the group's level, and its pace.
These are general dungeon level ranges, not rankings of the most efficient post-hotfix XP routes. The ranges are drawn from current dungeon guides; Blizzard has not published a list of recommended repeat-farming routes.
Does the Buff Make Dungeon Grinding Better Than Questing?
It makes repeat dungeon runs more attractive. That is not the same as making them universally more efficient.
A group that is already assembled, knows the instance, and can clear it without long breaks has a better chance of making good use of the extra kill XP. Players who need a weapon or armor upgrade can also make progress toward that goal during the same run.
The calculation looks different for a group that spends 15 minutes finding a tank, another stretch traveling to the entrance, and additional time recovering from wipes. Those minutes do not become more productive simply because enemy kills now award more experience.
The October party XP correction also remains relevant. Characters should pay attention to the levels of their group members and the enemies they are fighting. A vastly overleveled party member can still prevent XP from being awarded, as Blizzard explicitly stated in its October notes.
For players who enjoy dungeons, the practical choice is straightforward: complete the available quests, return when there is a useful gear or material objective, and compare the experience gained with the time spent. If the group is moving efficiently, another clear is easier to justify than it was before November 8.
If the only goal is reaching level 60 as quickly as possible, there is still no official evidence that abandoning questing for nonstop dungeon runs is the best strategy.
WoW Forever Gold: What the XP Increase Means for Level 40
There is also a resource-management angle to repeat dungeon runs, particularly for players approaching level 40.
In WoW Forever, Dual Specialization becomes available at level 40 for 50 Gold. Apprentice Riding costs 100 Gold, while the first racial mount is free. That puts the combined cost of both upgrades at 150 Gold before any applicable riding discount. Players with Honored reputation can receive a lower riding-training price.
Dungeon runs can provide opportunities to collect vendor trash, cloth, leather, and equipment that may be useful or sellable. Wailing Caverns players may also collect Deviate Hides while working on the associated quest.
But the distinction is important for anyone planning around WoW Forever Gold: Blizzard's November 8 announcement did not increase Gold drops, vendor values, or material drop rates. More experience from enemy kills does not automatically translate into more Gold per hour.
Players preparing for level 40 should still watch their spending, avoid training every spell they rarely use, and check whether materials are worth selling on the Auction House before vendoring them. Dungeon farming can combine XP with normal loot opportunities, but there is no confirmed number of runs that guarantees enough Gold for both upgrades.
For players who prefer to spend less time managing their in-game budget, WoW Forever Gold remains a separate consideration. It should not be presented as a direct benefit of this XP hotfix.
A Welcome Change, Not a New Leveling Meta
The November 8 hotfix addresses a specific problem: returning to a dungeon after completing its quests now offers more experience from enemy kills.
That is good news for players who enjoy group content, need another attempt at a particular drop, or want to help friends through an instance. It also gives tanks and healers another reason to consider repeat runs rather than treating a dungeon as a one-time stop.
What it does not do is restore Classic Era kill XP, increase Gold rewards, or prove that dungeon grinding is now the fastest route to level 60.
Blizzard has raised the reward for going back in. Whether another run is worth your time still comes down to your group, your level, and what you are trying to get out of the dungeon.
Is Dual Spec Worth 50 Gold at Level 40 in WoW Forever
Reaching level 40 in World of Warcraft: Forever comes with a familiar milestone: your first ground mount. It also brings another major upgrade that can make a big difference to how you play: Dual Specialization.
There is one catch. Unlocking a second talent specialization costs 50 Gold, and level 40 is also when most characters need to budget for Apprentice Riding. For players who have been saving every coin while leveling, that creates a genuine choice. Buy the second talent setup now, secure faster travel first, or keep the Gold for spells and other expenses?
Dual Spec is more than a convenience feature, especially for players who switch between solo questing and group content. But it is not an automatic purchase for every character the moment they reach level 40. The value depends on your class, your preferred activities, and how much Gold you have managed to save.
Here is what players need to know about the current unlock, the switching process, and how to decide whether 50 WoW Forever Gold is worth spending.
WoW Forever Dual Spec: Unlock Level, Cost, and Where to Buy It
Dual Specialization becomes available at level 40 and costs 50 Gold. Players can purchase the second specialization through a class trainer.
Blizzard's official WoW: Forever class deep dives confirm the level 40 unlock. The 50 Gold purchase price is also shown in the in-game confirmation window and reported by current launch guides.
| Feature | Current Details |
|---|---|
| Unlock level | 40 |
| Purchase cost | 50 Gold |
| Where to unlock | Class trainer |
| Number of saved specializations | Two |
| Switching cost | Free |
| Switching cast time | 5 seconds |
| Usable in combat | No |
The important distinction is that the 50 Gold is a one-time purchase for access to a second saved specialization. It is not a fee you pay every time you change between your two existing setups.
Once both specializations are available, you can switch between them without spending additional Gold. That makes the initial purchase a much bigger decision than the individual switches that follow.
How Does Dual Spec Switching Work?
After purchasing Dual Spec, your character can maintain two separate talent specializations. You might use one for solo content and keep the other for dungeons, PvP, or a different role.
Switching between the saved setups takes five seconds. The current Activate Secondary Spec spell data lists no resource cost and an unlimited range, but the ability cannot be used while you are in combat.
That last restriction matters. Dual Spec is designed to give you flexibility between activities, not let you change roles in the middle of a fight.
For example, a Priest can keep a damage-oriented setup for questing and a healing setup for group content. A Warrior might prefer one arrangement for dealing damage while leveling and another for tanking dungeons. A Druid can make use of different talent investments depending on whether the next activity calls for damage, healing, or tanking.
The exact value varies by class and build, but the basic advantage is the same: you no longer have to repeatedly undo your talent choices just to move between two different roles.
Dual Spec Switching Is Not the Same as Resetting Talents
This is an important detail that can cause confusion.
There are two separate actions:
-
Switching specializations: Moving between your two saved talent setups. This is free and takes five seconds.
-
Resetting talents: Changing the points allocated within a specialization. This is a separate trainer service and can cost Gold.
Buying Dual Spec does not make every future talent adjustment free. If you want to rebuild one of your saved setups, you still need to account for the talent reset system.
Players who frequently experiment with different builds should keep that distinction in mind when planning their WoW Forever Gold.
Why Level 40 Creates a Gold Problem
The timing of Dual Spec is what makes its 50 Gold price particularly noticeable.
Level 40 is also the point at which most characters can learn Apprentice Riding. The standard training cost is 100 Gold, with a 10% discount available at Honored reputation with the relevant faction. The first racial mount is free.
That means a character purchasing both Dual Spec and standard Apprentice Riding needs to budget around 150 Gold before other expenses. With the Honored riding discount, the combined figure falls to 140 Gold.
| Purchase | Standard Cost | With Honored Riding Discount |
|---|---|---|
| Dual Spec | 50 Gold | 50 Gold |
| Apprentice Riding | 100 Gold | 90 Gold |
| First racial mount | Free | Free |
| Combined total | 150 Gold | 140 Gold |
These figures describe the ordinary riding purchase, not a mandatory bill for every class. Paladins and Warlocks have class mount quests that provide their level 40 mount and the required riding skill, so they do not follow the same standard purchase route.
For everyone else, the decision is straightforward but not always easy: the mount improves travel throughout the world, while Dual Spec gives you more freedom to participate in different types of content.
Neither purchase is universally more important. It depends on what you actually do with your character.
Should You Buy a Mount or Dual Spec First?
For most players who are still leveling through the open world, securing a mount is the safer priority.
The 60% movement speed increase makes a noticeable difference when traveling between quest objectives, reaching dungeons, moving through contested areas, and returning to quest hubs. It is a benefit you can use throughout the leveling experience rather than only when switching between activities.
Dual Spec becomes more attractive when you regularly participate in content that asks you to play different roles.
Here is how I would approach the decision.
Buy the Mount First If You Mostly Play Solo
If your main activity is questing, exploring, gathering materials, or leveling at your own pace, a second specialization may not change your routine very much.
You can continue using one effective leveling build and save the 50 Gold until your character has a more stable income.
This is particularly sensible for players who are still learning their class. A well-planned single specialization can carry a character through a substantial part of the leveling process without requiring a second setup.
Consider Dual Spec Early If You Regularly Join Dungeons
The calculation changes if you frequently move between solo play and group content.
A Priest who wants to quest with a damage-focused build but heal dungeon groups has a clear reason to maintain two specializations. The same applies to Warriors who want a dedicated tanking setup without giving up their preferred solo build.
Druids also have several possible roles, which can make the flexibility especially appealing.
In these situations, Dual Spec can reduce the need to repeatedly reset talents whenever your activity changes. If you are already spending a lot of time in dungeons, the convenience may justify the 50 Gold sooner rather than later.
PvP Players Have Another Reason to Consider It
Players who regularly move between PvE and PvP may also benefit from maintaining separate talent setups.
A build that feels comfortable for questing or dungeon encounters is not necessarily the one you want when fighting other players. Having a second specialization gives you room to prepare for those different situations without rebuilding your primary setup each time.
However, players who only participate in occasional world PvP may find that the purchase can wait. The benefit is strongest when you actually use both setups regularly.
Are Healers Being Priced Out of Dual Spec?
The 50 Gold cost has already become a discussion point among WoW: Forever players, particularly those who prefer healing.
A November 8 discussion on Blizzard's official forums raised concerns about the combined pressure of buying Dual Spec and saving for a level 40 mount. The original poster argued that healers can have a harder time leveling outside dungeons and that the additional cost makes maintaining separate builds less appealing.
Other players disagreed about how difficult the purchase really is. Some felt that saving enough Gold by the mid-40s was realistic, while others considered the price too high for a feature that encourages players to fill different group roles.
It is worth keeping the discussion in perspective. A forum thread does not establish that healers are abandoning the game or that every player considers 50 Gold unreasonable. It does, however, highlight a real design tension.
Dual Spec makes it easier for a player to switch between healing and damage roles, but the purchase price arrives at a point when Gold is already in demand.
For a healer who spends most of their time in dungeons, the second specialization may be a valuable investment. For someone who mainly levels alone, buying a mount first may be the more practical decision.
The right answer is not the same for every Priest, Shaman, Druid, or Paladin.
Could Blizzard Move Dual Spec to Level 30?
There has also been discussion about whether Dual Spec should become available before level 40.
In an earlier episode of the WoW: Forever podcast, Blizzard's Josh Greenfield said the team was discussing the appropriate unlock level. He mentioned level 30 as a possibility, but did not announce a confirmed change.
That distinction is important.
Level 40 remains the documented unlock level in Blizzard's official class information. The level 30 comment was part of a discussion about the feature's potential timing, not a finalized announcement that players should plan around.
An earlier unlock could give tanks and healers more flexibility during the leveling process, particularly when joining dungeons before level 40. It would also move the 50 Gold decision to an earlier stage of character progression, when many players have fewer resources available.
Until Blizzard confirms a change, however, level 40 is the requirement players should use when planning their Gold.
How to Save Gold Before Reaching Level 40
If you want both Apprentice Riding and Dual Spec as soon as possible, your spending habits before level 40 matter.
You do not necessarily need to farm Gold for hours. A few sensible decisions during the leveling process can help keep your character's finances under control.
1. Train the spells you actually use.
Class trainers offer new abilities and ranks as you level, but not every purchase is equally important to your current build. Prioritize abilities that improve your damage, survivability, healing, or group utility. You can delay less useful purchases if your budget is tight.
2. Check the Auction House before vendoring materials.
Some gathering materials may sell for more than their vendor value, while others are barely worth the Auction House deposit. Compare prices before listing items instead of assuming every material will make a profit.
3. Consider gathering professions while leveling.
Mining, Herbalism, and Skinning can provide materials that other players need. Their value depends on server demand and competition, so there is no guaranteed income, but gathering can help turn ordinary leveling activities into additional Gold.
4. Delay expensive crafting investments if they are not immediately useful.
Leveling a crafting profession can consume a meaningful amount of Gold. If your immediate goal is reaching level 40 with enough money for riding and Dual Spec, consider postponing expensive recipes and material purchases.
5. Avoid buying gear upgrades that will quickly become obsolete.
An Auction House item can look tempting, especially when a difficult quest or dungeon has left you undergeared. But if a replacement is likely to drop a few levels later, saving the Gold may be the better long-term choice.
Players who are still building their WoW Forever Gold reserves should think about their next milestone rather than spending every time they see an attractive item.
Is WoW Forever Dual Spec Worth 50 Gold?
For players who regularly switch between two roles, the answer is usually yes. Paying 50 Gold once gives you access to two saved talent specializations and free switching between them. That is a meaningful quality-of-life improvement for classes that participate in different types of content.
For characters focused almost entirely on solo questing, the purchase is less urgent. A mount offers a more immediate benefit to everyday travel, and there is little reason to spend the extra Gold before you have a clear use for a second build.
The best approach is to treat level 40 as a budgeting milestone, not a shopping deadline.
Secure your riding skill if you depend on traveling quickly through the world. Buy Dual Spec when you know you will regularly use both setups. If your character has enough Gold for both, there is no reason to delay a feature that makes group play and solo progression easier to manage.
Ultimately, the 50 Gold price is not just about unlocking another talent page. It is about how much flexibility you want from your character—and how much you are willing to spend to get
Frequently Asked Questions
What level do you unlock Dual Spec in WoW Forever?
Dual Specialization is currently available at level 40. Blizzard has discussed the possibility of an earlier unlock, but no confirmed change to the level requirement has been announced.
How much does Dual Spec cost in WoW Forever?
The second specialization costs 50 Gold as a one-time purchase.
Where do you buy Dual Spec?
Visit a class trainer to purchase the second specialization. Blizzard's class information also directs players to class trainers in major cities for talent changes.
Is switching between Dual Specs free?
Yes. Once you have purchased the second specialization, switching between your two saved setups does not cost Gold. The switch takes five seconds and cannot be used in combat.
Does Dual Spec make talent resets free?
No. Switching between saved specializations is free, but resetting and reallocating talent points is a separate action that can cost Gold.
Should I buy Dual Spec or a mount first?
Most solo players should prioritize Apprentice Riding because the movement speed increase benefits everyday travel. Players who regularly tank, heal, or switch between PvE and PvP roles may find Dual Spec worth buying earlier.
Do Paladins and Warlocks need to pay 100 Gold for Apprentice Riding?
Paladins and Warlocks have class mount quests that provide their level 40 mount and the required riding skill. They should check their class quest before budgeting for the standard riding purchase.
What's New in PoE 2 Patch 1.0? New Classes, Campaign and League
Path of Exile 2 is about to reach one of its most significant milestones since its Early Access release. The official studio has confirmed that the action role-playing game will officially release Patch 1.0 on December 11, 2026 (Pacific Standard Time).
This release will bring the long-awaited conclusion to the main storyline, two new playable classes, a new Challenge League, and comprehensive improvements to the existing game systems. More importantly, after 1.0 release, POE 2 will officially become a free-to-play game, attracting even more players.
This article will provide you with all the information about Path of Exile 2 Patch 1.0, helping you better understand the game content.
Two New Classes Expand Build Possibilities
One of the biggest highlights of PoE 2 1.0 is the introduction of two playable classes: Shadow and Duelist. Both classes bring new weapon types and combat mechanics, providing players with more opportunities to try different playstyles.
Shadow: Stealth, Daggers, and Traps
Shadow is a deadly assassin, specializing in daggers, traps, and stealth combat. Its most notable feature is the new Stealth mechanic. While in stealth, monsters only detect Shadow when they are close enough. This allows players to approach dangerous targets, prepare attacks, and initiate combat with enhanced strikes.
Simultaneously, stealth provides additional bonuses to dagger skills, making it a crucial component of Shadow's damage rotation.
Furthermore, Traps introduce deeper tactical gameplay. Players can place multiple traps while concealed and trigger them when attacked. These traps explode in the order they are placed, allowing players to use trap combinations to control enemies and deal massive damage.
Shadow will have two Ascendancy classes at launch:
- Assassin: Focuses on lethal attacks, critical strike damage, and eliminating enemies through precise ambushes.
- Infiltrator: Offers another specialization focused on stealth and tactical combat.
For players who enjoy fast-paced gameplay, strategic positioning, and well-planned damage combos, Shadow may be one of the most anticipated new additions to 1.0 class lineup.
Duelist: Sword Combat and Stance Mechanics
This is a highly skilled swordsman, emphasizing speed, precision, and powerful combos. Its signature mechanic is the stance system, which alters how sword skills function in combat.
Players can enhance their swordsmanship using ready stances, granting different buffs to various skills. As the system evolves, Ready Stance can be upgraded to Sand Stance or Blood Stance, providing more combat options and greater character customization.
This mechanic encourages players to think strategically about attacks rather than simply repeating the same skill rotations. Choosing the right stance and combining it with the right sword skills are crucial for maximizing damage output and adapting to different combat environments.
Duelist will also receive two Ascendancy classes:
- Knight: Provides a unique direction for Duelist's combat style.
- Master-at-Arms: Offers another development path for players who want to specialize in swordsmanship.
Duelist adds swordplay and stance-based skills, bringing a unique melee combat style to Path of Exile 2.
Six-Act Campaign With New Areas and Bosses
The completion of the main campaign is another crucial reason 1.0 is so important. During Early Access, players could only experience a portion of the planned storyline. The full release will add Acts 5 and 6, completing the six-act campaign and expanding the world of Wraeclast.
These new chapters will bring:
- 24 brand-new areas to explore.
- 18 brand-new unique bosses.
- Over 20 brand-new Champion Rare encounters.
- New enemies, environment designs, and combat challenges.
Overall, for players who have been eagerly awaiting the full story, Acts 5 and 6 will finally deliver a more satisfying campaign experience. Although, resource management and equipment upgrades will become increasingly important. If you want to speed up your game progression after 1.0 launches, you can buy PoE 2 currency to acquire the resources you need.
Conquerors of Wraeclast: A New Challenge League
PoE 2 1.0 introduces a brand new challenge league called Conquerors of Wraeclast. Unlike traditional leagues that primarily focus on defeating enemies and collecting rewards, this new league introduces a more expansive strategic element, revolving around recruiting troops, developing fortresses, and conquering enemy castles.
Players will fight alongside Varek and his mercenaries against the growing threat associated with the ancient Blood Lord.
Recruit Troops and Build an Army
Recruiting is one of the core mechanics of Conquerors of Wraeclast. Players will discover opportunities to recruit different warriors as they explore the new league content. Building a powerful army is crucial to meeting future challenges.
Players will no longer rely solely on character equipment and skills; they will also need to consider army development and which unit types are best suited to achieve their objectives.
Conquer Castles and Discover New Rewards
Players must locate enemy fortifications and lead their troops to conquer territories. Successfully conquering a castle unlocks a treasure trove containing rich rewards. One particularly interesting addition is the new forging material, which players can use to reforge equipment. This makes castle conquests more closely linked to character progression, no longer just an option.
In addition, the new league introduces the stronghold system. Players can establish strongholds to grow their armies and choose from three factions, each with its unique fortress style and recruitable units.
Major Unique Item, Passive Tree, and Support Gem Changes
Besides new classes and leagues, Path of Exile 2 Patch 1.0 will also make significant changes to the existing character progression and item systems.
More Than 40 New Unique Items
The full release of Path of Exile 2 will add over 40 unique items, providing players with more equipment choices and potential build combinations.
At the same time, the studio will rework over 70 existing unique items. These improvements include adjustments to affixes, skills, and visual effects.
A Major Passive Skill Tree Overhaul
Passive Skill Tree is about to receive a major update, adding hundreds of new attributes. One significant change involves jewel slots. Instead of treating them as separate goals players must achieve, the studio has integrated all jewel slots into talent tree clusters.
This changes how players plan their talent trees. Players no longer need to automatically allocate points to fill all desired slots; instead, they can evaluate the value of each cluster based on its attributes and bonuses.
Ultimately, players should be able to make more meaningful decisions when allocating talent points and building different character archetypes.
Support Gems Receive Extensive Rebalancing
As a crucial component of skill customization, Support Gems can significantly alter how active skills function. Their effectiveness directly impacts the diversity of skill combinations, damage output, and combat strategies.
PoE 2 Patch 1.0 aims to enhance the usability of Support Gems, creating more opportunities to combine different skills and Support Gems.
December 11, 2026, is more than just another update date; it marks the beginning of a new chapter in Path of Exile 2, bringing together a complete campaign, a wider selection of characters, a new Endgame league, and a broader player base.
Whether you're planning to create your first character or preparing to return with a brand new character build, 1.0 official release is worth keeping a close eye on.
How Different Does WoW Forever Really Look at Higher Graphics Settings
A higher graphics preset does not automatically make World of Warcraft more enjoyable. But in WoW Forever, switching between Low and Ultra can change more than a few numbers in the settings menu. Lighting, shadows, environmental effects, and surface detail all contribute to how the updated world looks.
For players who spend hours exploring Azeroth, those details matter. A forest can feel very different when its shadows and ground vegetation are visible. Water and lighting can change the atmosphere of an otherwise familiar location. Even small differences in environmental effects can make a scene feel more or less convincing.
That is why the most useful WoW Forever graphics comparison is not simply a list of GPUs and their average FPS. Players need to see what they gain by raising the settings, understand which options have the greatest performance cost, and decide where lowering quality actually makes sense.
This guide focuses on those decisions. It looks at the visual differences between Low and Ultra, examines published graphics-setting tests, and uses the available RTX 30-, 40-, and 50-series estimates as a hardware reference.
WoW Forever Low vs. Ultra: The Visual Difference
[IMAGE PLACEMENT 1 — MAIN COMPARISON]
Use two screenshots of the same WoW Forever location, captured from the same camera position and at the same resolution. One should use Low settings and the other Ultra. Keep the weather, time of day, character position, and camera angle consistent. Label the panels clearly: LOW and ULTRA.
The most useful comparison starts with the same scene rather than two unrelated screenshots. Otherwise, differences in weather, lighting, or location can make it difficult to tell which changes actually come from the graphics preset.
At Low settings, the game prioritizes reducing rendering demands. Depending on the option, shadows may become simpler, lighting effects less pronounced, and environmental details less visible. The world remains recognizable, but some of the depth and atmosphere can be reduced.
Ultra settings aim to preserve more of those visual details. Shadows help define the shape of buildings and characters, lighting gives environments greater depth, and additional effects can make outdoor locations feel more alive.
The difference is not equally noticeable everywhere. A quiet forest or coastal area can reveal changes in environmental detail, while a raid puts more emphasis on spell effects, visibility, and readable combat information.
There is also an important distinction between visual quality and visual clarity. More effects do not always make a game easier to read. In a crowded encounter, excessive spell effects can obscure important mechanics. A slightly lower effect setting may actually make the experience better.
That is why choosing the highest available preset is not always the right answer.
Which Graphics Settings Actually Matter?
A preset changes several options at once. That makes Low and Ultra useful for an overall comparison, but it does not tell players which individual settings deserve their GPU resources.
Bellular Warcraft's October 28, 2026 video, We Tested Every WoW Forever Graphics Setting, provides a useful starting point. Its main test system used a Ryzen 7 9800X3D and an RTX 4070 Ti SUPER. The results are specific to that hardware and the scenes shown in the video, but they help identify settings worth testing individually.
1. Compute Effects: A Significant Performance Trade-Off
Compute Effects deserves attention because its performance cost was noticeable in the published testing.
In a Darkshore scene at Auberdine, Bellular reported:
| Setting | Reported FPS |
|---|---|
| High | 229 |
| Ultra | 178 |
That is a 51 FPS difference in the tested scene.
For players who want the highest possible image quality, Ultra may still be worth trying. But if the visual improvement is difficult to notice during normal gameplay, High is a sensible alternative to test before reducing other settings.
The important point is that this is one scene on one test system. It does not mean every GPU will lose exactly 51 FPS when moving from High to Ultra.
Practical advice: Start with High. Move to Ultra if your system has enough headroom and you prefer the result in actual gameplay.
2. Secondary Lighting: Keep the Atmosphere Without Overspending
Lighting has a major influence on how a game environment feels. It helps distinguish foreground objects from their surroundings and gives locations a stronger sense of depth.
Bellular's comparison reported 212 FPS on Good and 186 FPS on High.
That difference makes Secondary Lighting worth testing when performance is limited. Players who care about the atmosphere of outdoor areas may prefer to keep it higher, while those experiencing frame-rate drops can compare the lower option before changing the entire graphics preset.
Practical advice: Prioritize visual quality here if your GPU has room. If performance is inconsistent, test one lower level and compare the same location.
3. Shadow Quality: One of the More Noticeable Visual Details
Shadows help characters, buildings, and objects feel connected to the environment. When shadow quality is reduced, the world can lose some of its visual depth.
In Bellular's test, Low produced 183 FPS, compared with 168 FPS on Ultra High.
The difference is worth considering, but it does not automatically justify choosing Low. For players who enjoy exploring the world and looking at its environments, shadows are among the details worth preserving.
Practical advice: Try High before dropping all the way to Low. A middle setting can be a reasonable compromise if the highest option affects performance too much.
4. Water and Liquid Detail: Do Not Lower It Without a Reason
Water quality is especially noticeable in coastal areas, rivers, and locations where water occupies a large part of the scene.
The published high-end testing suggested that water and liquid detail had a relatively small performance cost on the test system. That makes it a reasonable option to keep higher if the game runs comfortably.
However, a result from an RTX 4070 Ti SUPER does not guarantee the same performance impact on a GPU with less memory or processing power.
Practical advice: Leave water detail high initially. Only reduce it if your own testing shows a meaningful performance benefit.
5. Texture Resolution: Preserve Detail Where Possible
Texture Resolution affects the visible detail on surfaces and objects. It can make the environment look less flat, particularly when players are close to buildings, equipment, and other objects.
In Bellular's high-end test, texture resolution had little performance impact. That is encouraging for players who want to retain image detail, although lower-end hardware may behave differently.
GPU memory capacity also matters. If a system experiences stuttering or memory pressure, texture settings deserve closer attention.
Practical advice: Do not make texture quality the first setting you sacrifice. Test it on your own hardware before lowering it.
6. Render Scale: More FPS, but a Softer Image
Render Scale is one of the most direct ways to trade image clarity for performance.
In Bellular's example, setting Render Scale to 63% at 1440p resulted in an internal resolution of approximately 1621 × 911. The reported frame rate reached around 267 FPS, but the image was visibly softer.
That is a substantial compromise. A higher FPS counter may look impressive, but players who value sharp character models and environmental detail may dislike the reduction in image clarity.
Practical advice: Keep Render Scale at 100% where possible. Reduce it only when other adjustments are not enough to achieve an acceptable experience.
SSAO, Bloom, and Ground Clutter: Settings Worth Checking
Some graphics options deserve more attention than they receive in basic Low-versus-Ultra discussions. They can influence the appearance of the world even when they are not the first settings players think about.
SSAO: Environmental Depth
Screen Space Ambient Occlusion, or SSAO, adds contact shading around objects and where surfaces meet. It can help corners, objects, and environmental details appear less flat.
Its value depends on how noticeable the effect is in the locations a player visits. If you prefer stronger environmental depth, compare the available SSAO levels rather than automatically disabling the option.
There is no universal FPS figure for SSAO in the cited testing, so it would be misleading to claim a specific performance gain from switching it off.
What to do: Compare the same scene with SSAO enabled and disabled. Look at corners, character contact with the ground, and the areas around objects.
Bloom: More Glow Is Not Always Better
Bloom adds a glow around bright areas. It can make lighting effects feel more pronounced, but excessive bloom may also reduce clarity.
Players who prefer a cleaner image should experiment with Bloom Intensity rather than assuming the maximum setting is best. A lower intensity can retain some of the atmosphere without making bright effects dominate the screen.
The graphics settings guide updated in November 2026 documents a Bloom Intensity slider. The exact visual preference is subjective, so compare the options on your own display.
What to do: Adjust Bloom Intensity while looking at bright light sources and effects. Choose the level that preserves the atmosphere without washing out nearby details.
Ground Clutter: More Vegetation, More Environmental Detail
Ground Clutter is particularly interesting for players who want Azeroth to look more detailed.
A command discussed in Bellular's testing is:
/console groundEffectDensity 64
The video notes that the in-game slider's maximum corresponds to 48, while higher values can increase the amount of visible ground vegetation. It also cautions that pushing the value too far can affect performance.
This is not a guaranteed upgrade for every system. More vegetation can make outdoor areas look fuller, but the additional detail comes with a rendering cost.
What to do: Treat 64 as an experimental console value, not a universally recommended setting. Compare the result in the same outdoor area and return to the normal slider value if performance or visual consistency suffers.
Best WoW Forever Graphics Settings: A Practical Starting Point
Players do not have to choose between the complete Low and Ultra presets. A customized configuration is often more useful because it lets you preserve the details you care about while reducing the settings that place unnecessary pressure on your system.
The following recommendations are starting points for testing, not guaranteed optimal values for every GPU.
| Setting | Start Here | Adjust When |
|---|---|---|
| Texture Resolution | High, if GPU memory allows | Reduce if memory pressure or stuttering appears |
| Shadow Quality | High | Lower if busy scenes become difficult to run |
| Secondary Lighting | High on stronger GPUs | Test Good if performance needs improvement |
| Compute Effects | High | Try Ultra if there is sufficient headroom |
| Water and Liquid Detail | High | Lower only if testing shows a useful gain |
| Render Scale | 100% | Reduce only if other adjustments are insufficient |
| SSAO | Compare enabled and disabled | Choose based on image depth and performance |
| Bloom Intensity | Moderate or preferred visual level | Reduce if bright areas look distracting |
| Ground Clutter | Normal in-game maximum initially | Experiment cautiously with console values |
| Spell Density | Essential or a combat-focused option | Adjust for raid visibility and readability |
For Players Who Prioritize Visual Quality
If you have a reasonably capable GPU and want WoW Forever to look its best, begin with a High preset rather than jumping straight to Ultra.
Keep Render Scale at 100% and preserve texture detail where memory allows. Test shadows and lighting individually. If the game remains smooth in the areas where you play, raise the settings that produce a visual improvement you actually notice.
Ultra is best treated as an option to evaluate, not a requirement.
For Players Using Older RTX 30-Series Cards
The RTX 3060 and RTX 3070 have different performance profiles in the available estimates. The RTX 3060 is more likely to benefit from selective reductions at higher resolutions, while the RTX 3070 has more modeled headroom in the same table.
Start with a High-style configuration at 1080p if performance allows. At 1440p, test Compute Effects and Secondary Lighting before sacrificing texture quality or Render Scale.
The goal is to preserve the visual details that matter rather than making the whole game look unnecessarily basic.
For RTX 40-Series and RTX 50-Series Owners
The available estimates suggest more room for higher settings on cards such as the RTX 4070, RTX 5070, and higher-tier models.
That does not mean every option should automatically be set to Ultra. The best configuration still depends on resolution, CPU performance, memory, and the type of content being played.
If your system already handles normal gameplay comfortably, use the available headroom to improve the visual settings you care about. If raids or crowded cities cause performance problems, test those scenes separately rather than relying on performance in an empty outdoor area.
WoW Forever FPS Estimates for RTX 30, 40, and 50 Series
Visual quality is the main focus of this guide, but GPU performance remains useful when deciding which settings to keep.
The following table comes from DoesItRun's public WoW Forever GPU estimate page. Its overview uses a Ryzen 7 7800X3D reference CPU, High graphics settings, and no upscaling.
These figures are modeled estimates, not EZG benchmark results or independently verified FPS measurements.
Estimated FPS at High Settings
| NVIDIA GPU | 1080p High | 1440p High | 5120 × 1440 High | 4K High |
|---|---|---|---|---|
| RTX 3060 | 59 | 44 | 29 | 26 |
| RTX 3070 | 83 | 61 | 40 | 37 |
| RTX 4060 | 64 | 47 | 31 | 29 |
| RTX 4060 Ti 8GB | 75 | 56 | 37 | 34 |
| RTX 4060 Ti 16GB | 75 | 56 | 37 | 34 |
| RTX 5060 | 77 | 57 | 38 | 35 |
| RTX 5060 Ti 8GB | 88 | 65 | 43 | 40 |
| RTX 5060 Ti 16GB | 88 | 65 | 43 | 40 |
| RTX 4070 | 101 | 75 | 50 | 46 |
| RTX 5070 | 120 | 89 | 59 | 54 |
| RTX 5070 Ti | 130 | 113 | 75 | 69 |
| RTX 4080 | 130 | 120 | 79 | 73 |
| RTX 5080 | 130 | 130 | 87 | 80 |
| RTX 4090 | 130 | 130 | 102 | 94 |
| RTX 5090 | 130 | 130 | 130 | 119 |
Source: DoesItRun's WoW Forever GPU estimate database. The site warns that its predictions are rough estimates and may differ from actual results by 25% or more.
The table is useful for getting a broad idea of how the listed GPUs compare, but it has limitations.
Several high-end cards show repeated 130 FPS values across resolutions. These figures appear to reflect a ceiling in the model rather than a reliable demonstration that those GPUs perform identically.
The database also does not list every card in each generation. There are no figures here for the RTX 3080, RTX 3090, RTX 4070 SUPER, RTX 4080 SUPER, or several other models. Those gaps should remain gaps until reliable results become available.
What the RTX 30-Series Estimates Suggest
The listed RTX 3060 and RTX 3070 estimates indicate that both cards have a more comfortable time at 1080p than at higher resolutions.
The RTX 3060's modeled result is 59 FPS at 1080p High, falling to 44 FPS at 1440p. For owners of this card, a customized High preset with selective reductions may be more practical than forcing every setting to its maximum.
The RTX 3070 has higher predicted results in the same overview. That gives it more room to preserve visual detail, although actual performance will depend on the CPU, scene, and other system components.
What the RTX 40-Series Estimates Suggest
The RTX 4060 and RTX 4060 Ti estimates point toward 1080p as the more comfortable target in this model. The RTX 4070 shows more headroom, particularly at 1080p and 1440p.
For an RTX 4060 owner using a 1440p monitor, it makes sense to experiment with individual settings rather than assuming Ultra will be practical in every situation.
RTX 4070 owners have more flexibility according to the modeled results, but should still test demanding encounters before deciding that every setting can remain at its maximum.
What the RTX 50-Series Estimates Suggest
The listed RTX 50-series cards range from the RTX 5060 to the RTX 5090.
The estimates suggest that the RTX 5060 and RTX 5060 Ti can provide a reasonable starting point for High settings at 1080p, while the higher-tier cards offer more modeled headroom for larger resolutions.
For owners of the RTX 5070 and above, the more useful question may be which visual options are worth increasing rather than whether the game can run at all.
These are still predictions, not a guarantee of a particular frame rate on an individual PC.
RTX 4060 and RTX 3070: Low-to-Ultra Estimates
DoesItRun also provides individual GPU pages with estimates across Low, Medium, High, and Ultra.
These pages use a Ryzen 5 7600 and 16GB of RAM in their stated reference configuration. That differs from the Ryzen 7 7800X3D used by the overall GPU overview, so the two sets of figures should not be treated as one identical benchmark.
RTX 4060
| Resolution | Low | Medium | High | Ultra |
|---|---|---|---|---|
| 1080p | 98 | 86 | 64 | 50 |
| 1440p | 85 | 63 | 47 | 37 |
| 1440 | 56 | 42 | 31 | 24 |
| 4K | 51 | 39 | 29 | 22 |
The RTX 4060 estimates show how quickly the predicted frame rate falls as resolution increases. At 1080p, the model predicts 50 FPS on Ultra. At 1440p, that figure falls to 37 FPS.
For players who want to preserve image quality, a customized High preset is a better starting point than lowering everything to Low. Test the most demanding settings individually and keep the ones that produce a visible improvement.
RTX 3070
| Resolution | Low | Medium | High | Ultra |
|---|---|---|---|---|
| 1080p | 98 | 98 | 83 | 64 |
| 1440p | 98 | 82 | 61 | 48 |
| 5120 × 1440 | 73 | 55 | 40 | 32 |
| 4K | 67 | 50 | 37 | 29 |
The RTX 3070 estimates show more headroom than the RTX 4060 in several matching scenarios. However, the identical 98 FPS Low predictions at 1080p and 1440p are unusual.
That is a reason to be cautious about treating the figures as precise measurements. They are useful as rough reference points, not proof of how the card will behave in every scene.
Why WoW Forever Can Stutter Even With a Good GPU
A graphics card's average FPS estimate does not explain every performance problem.
World of Warcraft gameplay can place substantial demands on the CPU, particularly in crowded cities, large group encounters, and situations with many characters and combat effects on screen.
That is why a player might experience smooth performance while questing alone but noticeable drops during a raid.
If performance changes dramatically between locations, lowering every graphics setting may not be the answer.
Try the following checks:
-
Compare different locations: Test an empty outdoor area, a busy city, and a group encounter.
-
Check CPU and GPU usage: A GPU that is not fully utilized may indicate that another part of the system is limiting performance.
-
Test addons: Temporarily disable addons to see whether they contribute to stuttering.
-
Review background applications: Unnecessary programs can compete for system resources.
-
Check frame-rate limits: Review Max Foreground FPS, Max Background FPS, and Target FPS.
-
Watch frame-time consistency: A high average FPS does not guarantee smooth gameplay if frame times fluctuate significantly.
The graphics settings interface includes separate frame-rate controls, so players should check those before assuming that a low frame rate is caused by insufficient GPU power.
Install the WoW Forever Game Ready Driver
NVIDIA released GeForce Game Ready Driver 621.14 WHQL on November 4, 2026, with explicit Game Ready support for World of Warcraft: Forever.
GeForce users should check that they are running an appropriate driver version when troubleshooting unexpected performance or graphics issues.
This does not mean installing the driver will automatically increase FPS or fix every problem. It simply ensures that players are using a release that specifically includes support for the game.
GPU Compatibility Does Not Guarantee a Good Experience
Blizzard's September 17, 2026 GPU compatibility announcement identifies NVIDIA Maxwell, AMD GCN 1, and Intel Skylake or newer architectures as supporting the relevant graphics capability used by the updated game.
However, compatibility should not be confused with recommended performance.
A graphics card may support the required technology and still struggle to deliver the resolution, visual quality, or frame rate a player expects. Players should consider their actual GPU model and system configuration rather than treating an architecture compatibility threshold as a performance recommendation.
WoW Forever Gold and Character Progression
Graphics quality is only one part of building a satisfying WoW Forever experience. Players also spend time leveling, collecting resources, upgrading equipment, and preparing characters for more demanding content.
For players who want to spend less time on repetitive resource gathering and more time on character progression, WoW Forever Gold may be relevant to their in-game economy plans.
It is a separate consideration from graphics performance. A stronger GPU improves how the game looks and runs; Gold is part of a different side of character progression. Both can matter to players, but they solve different problems.
Final Verdict: The Best WoW Forever Settings Are Not Necessarily Ultra
The biggest mistake players can make when adjusting WoW Forever's graphics is assuming that every setting deserves to be pushed to its maximum.
Some options have a noticeable effect on the appearance of the world. Others may consume performance without providing an improvement that every player will appreciate. The right balance depends on the display resolution, GPU, CPU, and the type of content being played.
If visual quality is your priority, start with a High preset. Preserve texture detail and native render scale where possible, then test shadows, lighting, and Compute Effects individually. Adjust Bloom and Ground Clutter according to your preference, and avoid sacrificing image clarity just to chase a higher FPS number.
If you play raids or spend time in crowded cities, also consider combat readability and frame-time consistency. A clean, stable image can be more useful than maximum visual effects.
The available RTX 30-, 40-, and 50-series figures offer a broad hardware reference, but they are modeled estimates rather than controlled benchmarks. The individual RTX 4060 and RTX 3070 predictions also use a different reference CPU from the overview table.
Ultimately, the best graphics setup is not the one with the highest preset or the largest FPS number. It is the one that lets you enjoy Azeroth with the visual detail you want while keeping the game comfortable to play.
Monopoly GO Monster Mash Album Needs These Changes to Keep Players Happy
Monopoly GO! has now surpassed 300 million downloads, and on the surface, it consistently releases a dazzling series of crossover collaborations, ranging from Hello Kitty to K-Pop Demon Hunters and Ghostbusters.
However, after investing significant time and effort, a shared sense of frustration emerges. While the game excels in the thrill of dice rolling, players often feel that the systems surrounding the game map - trading, social activities, and the dice economy - lack sufficient refinement and fairness, hindering long-term enjoyment.
This article will offer some features and improvements to truly enhance Monopoly GO Monster Mash album experience. See if they align with your expectations.
A Fairer and More Flexible Sticker Economy
The sticker album has always been at the heart of Monopoly GO, but the current trading system often feels too restrictive. Players often find themselves stuck in a gold card dilemma, holding dozens of duplicate gold stickers but missing just one rare one. Since gold stickers are typically only tradable during rare, fleeting Golden Blitz events, they are helpless.
I would suggest a 24-hour window each week during which all gold stickers can be traded; if that’s not possible, at least offer a guaranteed brand-new sticker pack as a top reward during major events to alleviate the disappointment of drawing duplicate stickers.
Furthermore, for a social game, while the addition of secure trading and a search bar is welcome, the daily five-outbound trading limit feels outdated and stifles active community interaction.
I believe increasing Monopoly Go Stickers trading limit, or allowing star trading without consuming daily sending attempts, would encourage players to help friends complete sticker sets, providing a greater sense of satisfaction for most players.
Dice Recovery That Respects Player Time
The most common complaint on various review platforms and forums is the extremely slow dice recovery speed in Monopoly GO Monster Mash season. At higher levels, even a small number of dice can take over an hour to fully regenerate. While studios need to be profitable, the current dice acquisition mechanism is truly worrying.
I have a proposed improvement that alleviates this problem without disrupting game balance: an adjustable dice regeneration rate. Instead of one dice per hour, the regeneration rate could be adjusted based on a player’s net worth or level.
Alternatively, an overflow mechanism could be implemented, allowing players to accumulate dice obtained through free gifts and daily rewards during off-peak hours, exceeding the current limit.
Meanwhile, allowing dice to accumulate at night or during work hours would encourage players to actually play the game during their free time, rather than being forced to log in every 60 minutes to avoid wasting regenerated dice.
Smarter Social and Partner Systems
Team activities like Partners and Racers are highlights of Monopoly GO, especially in Monster Mash album, but often become tedious due to player inactivity.
The current system allows players to invite random players or friends, but it doesn’t allow kicking out teammates who aren’t contributing. Players are forced to watch helplessly as their partners contribute zero points, preventing them from completing building tasks and wasting hard-earned event tokens and dice.
The community has long advocated for adding a kick-and-replace or guide function to cooperative events, and I believe this is absolutely necessary.
If a partner hasn’t contributed anything after a considerable period of time in the event, active players should be able to terminate the partnership (perhaps at the cost of tokens already invested in that position) and invite a new active player from their friend list or the public pool.
Furthermore, I believe that for competitive events like Racers, allowing players to choose solo mode or have AI bots fill vacant positions (similar to how some board games handle quitting players) would preserve the fun of the game without forcing unwilling players to socialize.
Meaningful Board Interaction and Anti-Frustration Mechanics
Research revealed that many players found the dice in Monopoly GO Monster Mash album not to be truly random. Often, after rolling high multipliers (e.g., x100), they would land on low-value tiles, but switching to lower multipliers (e.g., x1) would suddenly land on their desired railroad or event tiles.
Whether this is confirmation bias or some clever algorithm, this feeling of manipulation undermines player trust. Therefore, I believe implementing a transparent mercy system for key event tiles - where, after a certain number of rolls, the game guarantees a roll for either Railroad or Shield - would greatly help rebuild player confidence.
Furthermore, Monopoly GO board itself needs increased interactivity. Currently, the only decision players need to make is choosing the multiplier; the game path is entirely automated.
I believe that adding a Choice Tile (where players can choose between a dice reward, a sticker pack, or event currency after landing on the tile) would introduce much-needed autonomy and strategy, breaking the monotony of automatic dice rolling.
These are my suggestions for improving Monopoly GO Monster Mash album. By relaxing restrictions on gold stickers, introducing a smarter social matchmaking system, and lowering the difficulty of obtaining dice, this game could transform from a casual pastime into a truly sustainable hobby.
Finally, I hope the studio can bring us some surprises in the new season and complete the optimization work on related issues.