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Magic Training

Quest #24965 Level 3 Deathknell Horde only Mage no runs yet

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What to do

Learn Arcane Missiles from Isabella in Deathknell, then practice using Arcane Missiles 2 times against a Training Dummy.

Objective by objective

  • Kill or interact with Training Dummy NPC #44794
  • Cast or use spell #122

The quest's own structured objectives. How many of each you need is set by the game when you accept it, so it is not stored here – the sentence above is the quest's own wording.

The quest giver's words

Let's get some work done, shall we?

As you grow in power, your connection to the arcane will deepen, granting you access to new spells.

You'll see. Go, get some more experience, then come back and demonstrate what you've learned.

Progress

What's the matter... did you run out of money?

Completion

Enjoy your newfound power.

What you need

Nothing: no quest item is handed out and none is required to start.

The reward

No item reward.

Money
25c
and 60c more at level 90, the level cap, in place of the experience
Experience
130
at level 8 or lower; less above
By character level
LevelExperienceShare
2–8 130 100%
9 100 80%
10 75 60%
11 50 40%
12 25 20%
13–89 10 10%
90 none 60c more money

The game pays the full figure up to five levels above the quest, then 20 % less for each level more, down to a tenth, and none at the level cap. A bonus of your own (a guild perk, a holiday) comes on top.

Reputation

Who it is for

Faction
Horde only
Race
Undead
Class
Mage
Level
quest level 3, requires level 2
Profession
none
Repeats
once only

Filed under Mage rather than under a zone.

The chain

Before this

After this

Where it starts and ends

Starts at
  • Isabella npc · Deathknell at 0.470, 0.582
Hand in to
  • Isabella npc · Deathknell at 0.470, 0.582
Where Magic Training starts and ends in Deathknell
Where Magic Training starts and ends in Deathknell
  • pick up
  • turn in

These two markers are the quest giver's and the hand-in's own positions – not where anybody was standing. The recorded positions are further down, under the community data.

Relevant locations

Relevant locations in Deathknell
Relevant locations in Deathknell
  • Deathknell
    • Isabella Starts the quest · 47.0, 58.2
    • Isabella Hand the quest in · 47.0, 58.2

The pins are the game's own map markers; the coordinates are the game's 0–100, as /way takes them.


What players recorded

Everything below this line is a different kind of knowledge from everything above it. Above: what the quest is, the same on every realm. Below: what actually happened when people played it, uploaded by them, with the number of runs printed against every figure. It is an observation, not a fact about the quest.

Nobody has completed this quest with telemetry on yet, so there is no timing. Everything below is drawn straight from the 0 recorded attempts the hub has.

How precise this guide is

Early guide Built from 0 runs by 0 players – low confidence. Every upload of this quest sharpens it: the hotspots tighten, the order and the timings settle, and the parts below unlock as the sample grows.

  • Where to go – pick-up, objectives and hand-in needs one recorded run not yet
  • Typical time and objective order – median and middle half needs 3 completed runs (now 0) not yet
  • Tips – what most players do needs 5 runs (now 0) not yet
  • Where players die – death hotspots on the map needs 5 characters from at least 2 different people (now 0 from 0) not yet

Timings

Observed, not a fact about the game: 0 completed runs behind the medians, 0 recorded attempts in total.
– median time (accept → turn in) from 0 runs

Based on 0 completed runs. Computed on this page; the analyser has not published this quest yet.

– fastest recorded run

Same 0 runs.

0 / 0 turned in / attempted nobody abandoned it

Counting every recorded attempt, finished or not.

0.0 deaths per attempt 0 deaths in total

0 tracked kills.

The route

An early route: drawn from the first runs and sharper with every upload. Pick-up, hand-in and the objective hotspots are where the quest is, so they are shown from the first run.

Map coordinates are the addon's own 0–1 zone coordinates (Deathknell), origin top-left, x to the right and y downward. Drag the zone map to pan, ctrl/⌘ + scroll or the buttons to zoom; the grid lines are tenths of the zone.

Overview of Magic Training in Deathknell
Overview of Magic Training in Deathknell
Pick up
Not recorded yet.
Turn in
Not recorded yet.
Deaths during this quest
None recorded – nobody died doing this.

Objectives, in the order players do them

No objective progress has been uploaded for this quest yet. Once somebody plays it with the addon on, the objectives and their hotspots appear here automatically.

Tips

No tips yet – they need a handful of runs before they say anything true.

Recorded runs

No runs recorded yet.

Community notes

Nobody has added a note to this quest yet.

Add a note or report a problem