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Darkspear Islands for druids in WoW Forever

What a druid’s job is on Forever’s new battleground, for every spec and from level 30, and whether the Darkspear Raiders reputation is worth the hours.

GuidePublished Updated First written before launch from the beta client, and updated for the live game on 7 November 2026. The map is live, but most of its numbers still aren’t published, so every claim a live match hasn’t settled says what it rests on.Change log

Jump to the short version

If you’ve queued Darkspear Islands on a druid and stood at the gate wondering whether to run for the flag in the middle, hold a base or heal whoever got there first, you’ve met the question this map puts to every druid, because it’s the first battleground in years that rewards all three at once and the team rarely says which one it needs. This guide works through each of those jobs, for every spec and from level 30, using the rules Blizzard has published and the arithmetic they imply.

Whilst I’ve spent years on druids across both factions, Darkspear Islands is a new map, so far more of it is unknown than in the Warsong, Arathi or Alterac guides. Blizzard’s first hotfixes touch the flag, but nobody I can credit has published a timed capture, a score rate or a flag rule from a live match, so every claim a live source doesn’t back says in the sentence whether it rests on the beta reports, on Classic or on Eye of the Storm.

The short version

If you only want what to do and why, these are the fourteen calls this guide turns on, each with its reason and a link to the detail. The scoring numbers are borrowed from Eye of the Storm (the older battleground this map copies), so treat them as precedent rather than fact, and the cheat sheet further down prints if you’d rather have it on paper.

THE SHORT VERSION

Your job on Darkspear Islands, on one page.

The rules that decide a match, and what each spec does about them, before you’ve read a word of the detail.

The map rules

  • First to 2000, from four bases and one flag. Every base you hold adds to the rate, and the flag scores only when it reaches a base your team holds, so a flag with no base to go to is worth nothing.Everyone Detail
  • The third base is worth more than the first two together, if Eye of the Storm is the model. Its rates go 1, 2, 5 and 10 points a second, so three bases score two and a half times what two do.Everyone Detail
  • The sea kills, by the beta reports. The water between the islands has sharks in it, so a knockback or a Fear near the edge can end your fight without a single hit.Everyone Detail
  • A dropped flag can be picked straight back up. Blizzard took the Recently Dropped Flag debuff off this map, so the player who drops it can click it again at once, which makes a pass between two players cheap.Flag runners Detail

Each spec’s job

  • Balance holds a base from range. Moonfire and Insect Swarm on the attackers, Roots on the one who reaches the banner, and Hurricane with no cooldown on a crowd that bunches on the point.Balance Detail
  • Feral steals the far base, and carries if your team wants a druid on the flag. Prowl gets you to an empty base unseen, and Cat, Bear and Travel Form cover the run, the fight and the getaway between them. A plate class with a healer is the other good carrier, so who carries is your team’s call.Feral Detail
  • Restoration rides with the carrier. HoTs keep ticking on a carrier who’s out of sight, and a healer beside the flag decides more runs than a healer on a base.Restoration Detail
  • The 35/0/16 hybrid holds a base alone. It’s the Balance/Restoration build this site is built around (35 points in Balance, 16 in Restoration), and this guide recommends it at 60, as the build with every tool a lone defender needs and a heal for itself. In one beta report a single druid held the Abandoned Tower against several attackers.35/0/16, at 60 Detail

Where to stand

  • Take the two bases on your side of the middle first. If the starts are where the beta reports put them, they’re the closest to your start, and they’re where your own flag carrier will run to, so they’re worth holding twice over.Solo queue Detail
  • Stand back from the edge on any base by the water. If the sea kills, as the beta reports say, an enemy who can’t take the base can still knock you off it, and a druid in the sea is a base with no defender.Defenders Detail
  • Call where the flag is going before it leaves the middle. The carrier can score at any base you hold, so the team needs to know which one, and the base has to still be yours when the flag arrives.Everyone Detail

Before and after the match

  • From 30 to 39, Travel Form is as fast as anything on the map. Nobody has a mount until 40 in Classic, so unless the reported cap on a carrier’s speed holds, a levelling druid is a natural carrier and roamer, which suits a bracket with no Moonkin Form, Hurricane or Dire Bear Form to hold a base alone with.Levelling, 30 to 39 Detail
  • Revered is where the reputation pays a druid, and Exalted is mostly a tabard. The Revered spellblade carries +72 spell damage and healing. On the sums further down, built from ExpCarry’s beta figures and Classic’s thresholds, Exalted takes about 140 hours of matches from turn-ins alone. The PvP vendors are down at the time of writing (7 November 2026), and Blizzard hasn’t said whether these ones are.At 60 Detail
  • Nature’s Grasp up, HoTs on yourself and the cast bars on. If a capture turns out to be a channel, the cast bar shows you who’s capping (taking a base), and the battleground graphics profile lets you see them coming.Everyone Detail
Everything else in this guide is the working behind these, and the detail behind each one says whether it rests on Blizzard, the beta or Eye of the Storm.

Darkspear Islands from 30

Darkspear Islands opens at 30, and the beta data the ExpCarry and LepreStore teams read splits it into brackets of 30 to 39, 40 to 49, 50 to 59 and 60 on its own, though Blizzard has only said 30 to 60, and the live PvP tab tells you only that the map is there. That makes it the battleground a levelling druid will see most, and the druid you are at 34 isn’t the druid you are at 60.

  • 30 to 39 is the druid’s bracket. Travel Form is trained at 30, at 40% speed and only outdoors, by its live tooltip in Wowhead’s Forever database, and riding starts at 40 in Classic (Blizzard hasn’t said whether Forever kept that), so in this bracket you’re as fast as anything on the map, level with a Shaman in Ghost Wolf. If the reported cap on a carrier’s speed holds, that edge goes once you’re holding the flag. Whilst the players around you are on foot, this guide recommends that a druid in this one bracket carry first and defend second, because almost nobody else can catch you.
  • What you have in the 30s, in the Classic training order Forever is built on, is Entangling Roots, Moonfire, Faerie Fire, Bash, Prowl, Dash, Rebirth and Tranquility, with Hurricane, Innervate and Dire Bear Form at 40 and Barkskin at 44. Forever has moved some spells and talents, so check your spellbook rather than trust the list.
  • Moonkin Form is out of reach for the whole bracket. The beta talent calculator puts it at the bottom of the Balance tree, and if that’s the 30-point row it is in Classic, Moonkin Form is your 31st point (the first comes at 10, and the bottom row wants 30 spent before it), so a druid with every point in Balance can take it at 40 at the earliest. In the 30s you’re a caster with roots and HoTs rather than the Moonkin defender this guide describes at 60, and the base you hold alone at 60 is one you hold with a friend at 35. Swiftmend comes much sooner, after 16 points in Restoration in the same calculator, so a Restoration druid has it before 30.
  • The rewards come in level tiers, with lower versions of most items from level 28 up to the 58 and 60 ones in the reputation table, and the reputation quest has versions for the lower brackets too. That isn’t a reason to stop and grind it at 35, because you’ll outlevel the level 28 cloak before you reach Honored, but whatever reputation you earn whilst levelling counts towards the 60 rewards.

Before we start

From here on the guide assumes you’re at or near 60 (if you’re in your 30s, Darkspear Islands from 30 above is your section). It assumes you know the movement and shifting basics from Balance druid PvP mechanics, since I link to them rather than teach them twice, and that you’ve set up nameplates and the battleground graphics profile from the settings guide. It’s written for solo queue first (a random team, nobody in charge), and a class only comes up where a mechanic on the map demands it.

A claim backed by a live source (Blizzard’s live notes and hotfixes, the launch client, a live Wowhead tooltip or a named live tester) is stated plainly with its source credited, and Blizzard’s own pre-launch announcement and notes stand until something live says otherwise. Everything else names what it rests on in the sentence, whether that’s the beta reports, Classic or Eye of the Storm, so you can judge how far to trust it, and the About page explains how to read these guides in full.

Almost everything known about this map was dug out of the beta client by other people, so they come first. Blizzard’s Battle for the Darkspear Islands announcement is where every rule stated plainly here starts, Kaivax’s 2 November development notes carry the one change to it before launch, and his 5 November hotfixes carry the one live change that touches the flag. Kir’s Darkspear Islands guide at ConquestCapped has the beta match reports. Graham Smith’s guide at LepreStore and the ExpCarry editorial team’s guide have the base positions and brackets, and Fouren’s wow.gg guide has the queue and the team play. Three of those four sites also sell boosting, and all four wrote from the beta, so whatever they report is credited to them, or to the beta, in the sentence that uses it. The item stats are read from Wowhead’s Forever database, and the base names from the beta client data Kami publishes and the Warcraft Wiki.

Darkspear Islands in Forever

Darkspear Islands is essentially Eye of the Storm moved to the troll islands off the coast of Dustwallow Marsh, with two teams of fifteen fighting over four bases (capture points, each one a banner you take and hold) and a single flag in the middle, and the first team to 2000 points wins. Blizzard calls it a “Capture Point with a Flag Capture Battleground”. The Horde fights as the Darkspear Raiders and the Alliance as the Theramore Expeditionary Force, and it’s open to every character from 30 to 60. You can queue at a battlemaster in any capital or the Barrens, or travel to your faction’s base (the Darkspear Raiders at the Merchant Coast, the Theramore Expeditionary Force at Northwatch), which has a portal straight in and the vendors and quests that go with the reputation.

It’s open in the live game and listed in the PvP tab, though which brackets it queues in is less clear, as the levelling section above explains.

The beta client data names the four bases the Shipwreck Cove, the Abandoned Tower, the Camp and the Ruins, and the beta guides put them roughly in a square around the flag, with the Shipwreck Cove in the north-west, the Abandoned Tower in the north-east, the Camp in the south-west and the Ruins in the south-east. The islands are joined by bridges. Kir’s beta reports put the Alliance start on the northern island and the Horde start on the southern one, which would make the Shipwreck Cove and the Abandoned Tower (1 and 2 on figure 01) the Alliance’s near pair and the Camp and the Ruins (3 and 4) the Horde’s. Kaivax’s 8 October notes moved the Shipwreck Cove’s capture point to where it belongs, so a beta video may show it somewhere else. Nobody has published where the graveyards are or how often the dead rise, though every older battleground resurrects its dead in 30 second waves.

For a druid, the water matters most. By the beta reports the sea between the islands has sharks in it, so falling in is death, or very nearly, rather than a swim, and one beta player complained on Blizzard’s forum that defenders camp the edge of a base and fear attackers into the water, so it cuts both ways. If the water does kill, as Kir’s beta reports and the forum say, you stand differently on a base by the coast, Aquatic Form drops out of the plan entirely, and every knockback near the edge becomes a killing move. Figure 01 puts all of that on one map, as shown below:

FIGURE / 01

The islands from above.

Four bases in a square around the flag, a start at each end, and the sea in every gap.

A schematic of Darkspear Islands from above, north up Four bases drawn as numbered circles around a flag in the centre. 1, the Shipwreck Cove, in the north-west. 2, the Abandoned Tower, in the north-east. 3, the Camp, in the south-west. 4, the Ruins, in the south-east. The Alliance start is drawn on the northern edge and the Horde start on the southern edge, both marked as reported by one source. Dashed lines run from the flag to each base. Wavy lines around the edges mark the sea, with a note that falling in is death. Positions come from map coordinates, not yards. The sea. Falling in is usually death. FROM ABOVE, NORTH UP Straight lines, not roads. Placed from map coordinates, not yards. ALLIANCE START the northern island, one report HORDE START the southern island, one report THE FLAG score it at any base you hold 1 2 3 4 SHIPWRECK COVE its point fixed on 8 October ABANDONED TOWER held by one druid in the beta CAMP RUINS N

Drag the map sideways to see all of it.

Placed from the ExpCarry editorial team’s map coordinates, with LepreStore’s compass points agreeing, and the starts from one beta report, so the whole layout, and the deadly sea drawn round it, rests on the beta. Read from the Horde start at the bottom, the Camp and the Ruins are the near pair and the flag is the next stop north. The coastlines and bridges aren’t drawn, because no source places them yet.

Four bases and a flag, in numbers

Blizzard has published the shape of the scoring but none of the numbers. The more bases your team holds, the faster it scores, and the flag scores when it’s carried to a base your team controls, which the flag’s own tooltip in the client repeats, “Take this flag to any controlled point to gain Victory Points”. How many points a second each number of bases is worth, what a flag is worth and how long a capture takes are all unpublished, as the ExpCarry team says plainly, and nobody has published a live timing of them either.

That leaves the precedent, and it’s a good one, because Eye of the Storm also ran to 2000 when it was new. The Warcraft Wiki gives Eye of the Storm’s rate as 1 point a second for one base, 2 for two, 5 for three and 10 for four, and a flag worth 75, 85, 100 or 500 by the number of bases you hold when you score it, and figure 02 below draws them. If Darkspear Islands borrowed those numbers, they work out like this:

  • Two bases each is a long draw, 16 minutes 40 seconds to 2000 for both sides, so the flag decides it.
  • Three bases is the win, 300 a minute against the other team’s 60, which reaches 2000 in 6 minutes 40 seconds from nothing, sooner with every flag.
  • A flag at two bases is worth 85, about 42 seconds of the whole team’s two-base scoring, and at four bases it’s 500, a quarter of the match.

On Eye of the Storm’s rates the maths tells you what Arathi Basin does, that the third base wins and the flag is how you get ahead in a draw, plus one thing Arathi doesn’t, which is that a flag is only as good as the base it’s carried to. That’s why this guide recommends a druid at 60 hold a base rather than chase a flag nobody can score.

FIGURE / 02

The rate, if Eye of the Storm is the model.

Points a minute for each number of bases held, and what a flag is worth on top. The third base is two and a half times the second.

Points a minute and flag points by bases held, Eye of the Storm rates as precedent Horizontal bars. One base earns 60 a minute and reaches 2000 in 33 minutes 20 seconds. Two bases earn 120 and take 16 minutes 40. Three earn 300 and take 6 minutes 40. Four earn 600 and take 3 minutes 20. Below, a flag scored with one base is worth 75, with two 85, with three 100 and with four 500. All figures are Eye of the Storm’s and unconfirmed for Darkspear Islands. POINTS A MINUTE 1 base 2 bases 3 bases 4 bases 60, so 2000 in 33:20 120, so 2000 in 16:40 300, so 2000 in 6:40 600, so 2000 in 3:20 A FLAG, SCORED WITH 1 base2 bases3 bases4 bases 7585100500 75 s of one base42 s of two bases20 s of three bases50 s of four bases Eye of the Storm’s rates from the Warcraft Wiki. Darkspear Islands’ own numbers aren’t published.

Drag the diagram sideways to see all of it.

The gap to read is two bases to three, 120 a minute to 300, which is the whole case for the third base. Every number here is Eye of the Storm’s, since this map’s own aren’t published, whilst the shape, more bases scoring faster and the flag scoring only at a base you hold, is Blizzard’s own.

The flag, from a druid’s point of view

The flag is a bonus you carry from the middle of the map to the nearest base your team holds. Picking it up gives you a buff that reads “You are holding the Darkspear Flag”, and carrying it into any base your team controls scores it, which is the big difference from Warsong Gulch. There’s no flag room to reach and no enemy flag to return first, so the run is short and you choose where it ends, as long as the base you choose is still yours when you arrive.

The one change Blizzard made to the map before launch is in the 2 November notes, which took the Recently Dropped Flag debuff (the one that stops the player who dropped a flag picking it straight back up) off Darkspear Islands. So a carrier who drops the flag, on purpose or because something knocked it off them, can click it again at once, and a pass between two players costs nothing but the click.

Almost everything else about carrying on this map is unknown, and the rules a druid most needs are the ones nobody has written down:

  • Whether forms drop the flag, which in Warsong Gulch they don’t, so Travel Form is how a druid carries there, and Blizzard hasn’t said whether Darkspear Islands follows Warsong or something else.
  • Whether a form can pick it up, because in Classic only caster form can touch a flag, and Forever lets you open most objects whilst shapeshifted without saying whether flags count, so every pickup below assumes caster form, as in Classic.
  • Whether the carrier is slowed, because the ExpCarry team reports a cap at 85% run speed for the carrier. If that’s right, Travel Form’s 40% buys a druid carrier nothing at all, and the druid’s edge on the flag shrinks to shifting out of snares, which Travel Form’s live tooltip backs, and out of roots, by the Classic rule.
  • Prowl and immunities, which drop the flag or can’t be used with it in Warsong Gulch, and nothing published says this map is different. Barkskin isn’t an immunity, so if Warsong’s rule carries over it should be safe.

One carrying rule has been written down since launch, and it’s the one a Tauren druid cares about. Kaivax’s 5 November hotfix says “Plainsrunning can no longer stack and stacks will be cancelled when carrying a flag in a battleground”. So a Tauren carrier loses every stack of the racial (2% movement speed for every 5 seconds spent moving, up to 60%, by Kaivax’s 26 October notes and the tooltip text on the Warcraft Wiki) the moment they pick up the flag. The same hotfix stops anyone stacking it in a battleground’s preparation phase. When I carried the flag in Warsong Gulch on 8 November, Plainsrunning did nothing whilst I held it (the Plainsrunning test), and the hotfix is written for a flag in any battleground. Whether it builds anywhere in a battleground for someone who isn’t carrying, Blizzard hasn’t said. Figure 03 puts what’s known into one run, from the pickup to the score.

FIGURE / 03

A flag run, step by step.

What to press from the pickup in the middle to the score at your base, and which steps borrow Warsong Gulch’s rules.

A druid’s flag run on Darkspear Islands, in four steps Four boxes in a row joined by arrows. First, call the base: before touching the flag, say which base you’re running to and check it’s still yours. Second, pick up in caster form, with a HoT already on you. Third, shift and run: Travel Form if forms keep the flag, Bear Form if you’re caught, and shifting frees you from snares, and from roots by the Classic rule. Fourth, score at the base: step into the base, and if you’re about to die, drop the flag for a teammate, which carries no debuff on this map. Notes under the boxes mark the second and third steps as borrowed from Warsong Gulch. FROM THE MIDDLE TO YOUR BASE 1 Call it Say which base you’re running to, and check it’s still yours. Nearest held base, not the one you like best. 2 Pick up Caster form, with Rejuvenation already ticking on you. Nature’s Grasp up before you click. 3 Shift, run Travel Form, if forms keep the flag. Shift again to break roots. Bear if you’re caught, away from the edge. 4 Score Into the base. About to die? Drop it for a teammate, with no debuff on this map. Warsong Gulch’s rule Warsong Gulch’s rule Steps 1 and 4 follow Blizzard’s own rules. Steps 2 and 3 borrow Warsong Gulch’s, because nobody has written down whether forms pick up or keep this flag, or whether the carrier is slowed.

Drag the diagram sideways to see all of it.

Scoring at any held base and the missing debuff are Blizzard’s own rules. The pickup in caster form and the run in Travel Form are Warsong Gulch’s rules, borrowed because nobody has published this map’s.

Every druid role

A druid can do every job on this map, and the trouble is that a team of strangers rarely says which one it needs. There are four, and the opening of a match decides most of them. If the Alliance start really is north and the Horde start south, as Kir’s beta reports put them, each team’s two nearest bases are the pair on its own side of the flag, and those are the ones to take first, because they’re close to your graveyard and they’re where your own carrier will run. The flag in the middle and the far pair come after, once you know what the other team sent where.

Nobody has settled how a base is captured yet, and the answer changes every role. Kir’s beta report says you click the base’s flag and stay whilst it turns, which sounds like Arathi Basin’s banner, where any damage on the capper restarts the channel. Eye of the Storm, the map this one copies, captures by standing in a radius instead, where the side with more bodies on the point wins it, and no amount of damage stops the meter unless the bodies die or leave. For a druid that’s the difference between a map where one DoT stops a capture and one where only numbers and kills do, so each role below is written for both, at 60 (a druid in their 30s will find what they have instead in Darkspear Islands from 30, above).

Holding a base

Defending means staying alive on a base you hold, at a range where you can see everyone who arrives, until help comes, and it’s the job this guide recommends for a druid at 60. Kir’s beta reports include one druid holding the Abandoned Tower against several attackers with no melee answer to them, which, whilst it’s one report from the beta, is the clearest evidence so far that the kit works on this map.

  • If the capture is a banner channel, keep Moonfire or Insect Swarm on whoever reaches for it, because a ticking DoT means they can’t finish, and Roots on the one who gets there first buys the rest of your team the walk. This is Arathi Basin’s defence, and the Arathi guide has the detail.
  • If the capture is a radius, a DoT does nothing to the meter, so the job becomes keeping your own body count on the point higher than theirs. Stay alive inside the radius, root the attackers outside it, and Hurricane anyone who stands still on the point, because Hurricane has no cooldown in Forever.
  • Stand away from the water, on the inland side of the base, so a knockback or a Fear sends you across the point rather than into the sea. If the base is by the coast and the sharks are as deadly as the beta reports say, the defender who stays on the edge is the one they get.
  • Call it early, with a number and the base, “3 inc tower” (three coming to the Abandoned Tower) typed the moment you see them, because the call is what brings the roamers before the base turns.

Running the flag

Carrying means getting the flag from the middle to a base your team holds, and on this map the base matters more than the run, which is short because you can score at the nearest base you hold. The questions are which base, and whether it’ll still be yours in thirty seconds, so before you touch the flag, look at the score frame, pick the nearest held base that isn’t being attacked, and say which one in chat, so your team knows where to meet you and the defender knows to hold on.

Shifting, not speed, is what makes a druid a good carrier here. If forms keep the flag, as they do in Warsong Gulch, every shift frees you from the snares the other team uses to stop a carrier, by Travel Form’s live tooltip, and from their roots too if the Classic rule holds, whilst Bear Form lets a carrier who’s been caught last, and Rejuvenation keeps ticking through every shift you make. If the carrier really is capped at 85% run speed, as ExpCarry reports from the beta, Travel Form adds nothing on the flag, and a Warrior with a speed tool carries as well as you do.

Who carries is a taste call rather than a rule, and it depends on the team you’ve got. The case for a Feral druid is Travel Form for the run, a shift out of every snare that lands (and every root, by the Classic rule), and Bear Form for the last stretch into the base. The case for another carrier, a Warrior or another plate class with a healer riding with them, is armour and health that cost no mana to keep, with the druid left free to hold a base or roam, both jobs a druid does well. Neither is right every match, so make the call on the day.

With no Recently Dropped Flag debuff on this map, dropping the flag is a tool. If you’re about to die next to a teammate, drop it beside them and they can carry on, and if something knocks it off you, click it straight back.

Healing

Healing means keeping your side of a fight going longer than theirs, and on this map the fight that decides most matches is the one around the flag carrier. This guide recommends that a healer ride with the carrier rather than stand on a base, because the carrier is the player the whole enemy team is trying to kill, and HoTs already ticking on them when they pick up are worth more than any heal cast after the burst lands. Swiftmend in Forever needs a Rejuvenation or Regrowth of your own on the target and doesn’t consume it, so keep both on the carrier and anyone escorting them, and treat Wild Growth’s 3 second cast (2.5 with all five points of Naturalist) as something you plan before the fight rather than press in it. On a base by the water, heal from the inland side, for the same reason the defender does.

Roaming and the far base

A roamer moves between bases to be wherever the fight is, and steals any base the other team left empty. Prowl gets a Feral druid to the far pair unseen, Travel Form gets you between bases faster than anyone on foot, and an instant Moonfire on a capper as you arrive stops a banner channel before you’ve properly got there (it does nothing to a radius capture, so arrive and stay instead). When their carrier runs, your job is to stop them reaching a base, with Entangling Roots on the carrier, Bash to hold them where your team can reach them, and a root on whoever is escorting them. If the water kills, every knockback near it is yours to use as much as theirs, so if their carrier runs along the edge, so can you.

If your team hasn’t said what it needs, each spec has a job it does best, as the short version sets out. Balance holds a base from range and from the inland side, where Moonkin Form’s armour, if it matches Classic’s, holds a point against a single melee attacker for longer than most casters can. Feral steals the far base, and Restoration rides with the carrier, holding Nature’s Swiftness for the moment the carrier is about to die. At 60 this guide recommends the 35/0/16 hybrid holding a base alone, because a lone defender who can root two attackers, keep a DoT on a third and step out of Moonkin Form to top themselves up keeps a base yours whilst the team fights over the flag. The Restokin build sets out the talents, and its one point of Overgrowth and two of Improved Entangling Roots are the roots that matter most here.

The Darkspear Raiders, judged for PvP

This guide recommends stopping at Revered, because that’s where this reputation stops paying a druid. The Revered spellblade is the one item on the list below that changes a caster druid’s fights, and the 70 hours the sums further down put on it are a fair price on a map you’d be playing anyway. Exalted doubles the hours for a pair of shoulders, a tabard and the Legacy Point that ConquestCapped and ExpCarry say comes with Exalted (ExpCarry names it “Master of Darkspear Islands”), and none of those three wins a fight.

Each side has its own reputation here, the Darkspear Raiders for the Horde and the Theramore Expeditionary Force for the Alliance, earned by turning the map’s own marks in for a repeatable quest, with the tiers unlocking gear and consumables and Exalted opening a short questline for a tabard. The mark is the Darkspear Islands Mark of Honor, which stacks to 30, and a match pays three for a win and one for a loss by every beta report and the Classic rule. The Horde quest is “Conflict at Darkspear Islands” and the Alliance one “Darkspear Islands Clash”, and each asks for three marks.

The rewards below are the ones worth a druid’s time, read from the item tooltips in the Forever client at their level 58 or 60 versions. They’re the Horde names, and the Alliance side has its own versions, which ExpCarry lists by name (the Enriched Seal, for one, matches the Voodoo Seal stat for stat in its tooltip). Vendor prices aren’t in the tooltips and haven’t been published. At the time of writing, 7 November 2026, Blizzard’s Known Issues list says “PvP Vendors are temporarily unavailable in all locations (Orgrimmar, Stormwind, and Dalaran)”, without saying whether the Darkspear Raiders’ own vendors at the Merchant Coast are among them.

Darkspear Raiders rewards for a druid, by standing, with what each does in a fight
StandingRewardWhat it isFor a druid
FriendlyDarkspear Voodoo SealTrinket, +10 Stamina, 5 mana every 5 seconds and 10 more in forest and grassland, level 48Restoration, for the long fights. Only one Seal of Battle can be worn.
FriendlyRelentless Raider’s SealTrinket, +10 Stamina and +4 to every resistance, 12 in forest and grassland, level 48Anyone being Polymorphed and Shadow Bolted, which on this map means a defender.
HonoredDarkspear Raider’s CloakCloak, +8 Stamina, +16 Intellect, +6 Spirit, level 58Balance and Restoration. Intellect is mana, and mana is shifts.
HonoredDarkspear Warding PendantNeck, +15 Stamina, +10 Intellect, level 58Any caster druid who dies before they run out of mana.
HonoredDarkspear SignetRing, +16 Stamina, 9 mana every 5 seconds, level 58Restoration.
ReveredDarkspear Insurgent’s SpellbladeMain-hand dagger, +8 Stamina, +11 Intellect, +5 Spirit, +72 spell damage and healing, level 58Balance, Restoration and 35/0/16. The best druid item on the list.
ReveredTome of the Darkspear ProphecyOff-hand, +17 Stamina, +7 Intellect, +8 spell damage and healing, level 58The spellblade’s partner, mostly for the Stamina.
ExaltedDarkspear ShouldersLeather shoulders, +15 Stamina, +27 Intellect, +12 spell damage and healing, level 60Balance and Restoration.
ExaltedRaider GlovesLeather gloves, +11 Strength, +27 Agility, +15 Stamina, level 60Feral. The matching Agility shoulders are mail, so not for us.
ExaltedDarkspear Battle TabardTabard, from the Exalted questlineNothing in a fight. It says you did it.

So what does it cost in time? Nobody has published the reputation a match gives on its own, so here are the sums from the turn-ins alone, which makes them the most it could take (if a match pays reputation too, as Arathi Basin does in Classic, every number comes down). The ExpCarry team reports 150 reputation for a level 60 turn-in from the beta. If Classic’s thresholds hold, it’s 3,000 to Friendly, 6,000 more to Honored, 12,000 more to Revered and 21,000 more to Exalted, 42,000 in all. At three marks a turn-in, an even win rate is two marks a match, so each turn-in is a match and a half, and if a match takes 20 minutes (an estimate, since nobody has published live match lengths):

  • Honored is 60 turn-ins, 180 marks, 90 matches, about 30 hours.
  • Revered is 140 turn-ins, 420 marks, 210 matches, about 70 hours.
  • Exalted is 280 turn-ins, 840 marks, 420 matches, about 140 hours.

Before the gates open

The checklist below is for the minute before the gates open, written in your own voice so you can read it straight off the page. It assumes the settings guide’s battleground graphics profile is already on.

  • Kit
  • Nature’s Grasp up, and HoTs rolling on myself before the gates open
  • Mana and health potions in the bags, and I remember they work in forms (the fishing guide covers the fish they come from)
  • Travel Form, Roots and Moonfire on keys I can reach without looking
  • Plan
  • I know whether I’m holding a base, running the flag, healing the carrier or roaming
  • I know which two bases are on our side of the flag
  • I know the call format, a number and the base, and where the flag is going
  • The map
  • I’ll stand on the inland side of any base by the water
  • Enemy nameplates on, with cast bars, and view distance at 5 or more
CHEAT SHEET

Darkspear Islands for druids, on one page.

Print it, keep it beside the keyboard, and glance at it at the gate.

  • The rules
  • First to 2000, from four bases and one flag
  • More bases score faster, and on Eye of the Storm’s rates the third base wins
  • The flag scores at any base you hold, and only there
  • No debuff for dropping the flag, so pass it or pick it straight back up
  • If the sea kills, as the beta reports say, so do knockbacks and Fears by the edge
  • The druid’s job
  • Take the two bases on your side first, if the starts are as reported
  • Hold a base from the inland side, and call attackers early
  • Call the base before the flag leaves the middle
  • By spec
  • Balance holds a base from range
  • Feral steals the far base, or carries if the team wants
  • Restoration rides with the carrier
  • 35/0/16 holds a base alone
Prints this sheet on its own, on a white background.
Twelve lines. If you only remember one, make it the one about the water.

Darkspear Islands rewards the druid who reads the map before the fight, and on a map this new you read it twice, once from what Blizzard has told us and again from the first live match. Take the bases on your side, stand on the inland edge, keep the calls coming and leave the flag to whoever can score it, and the sharks should go hungry around you.

The guide is corrected in its change log as live matches settle what the beta left open. The build it hangs off is in the Restokin build, and the techniques behind every role are in Balance druid PvP mechanics.

Contributing to this guide

If you’ve timed a capture, a score or a flag rule in a live match, or you can show me a rule here that’s wrong on the live client, please tell me, and you’ll be credited by name in the correction. Open an issue on the Restokins GitHub so it doesn’t get lost, with a clip or a screenshot of the score if you have one. Every claim this guide still rests on a precedent for is on the open questions page, as a question anyone can settle in game.

Sources and credit

This guide rests on Blizzard’s announcement, notes and live hotfixes, the Forever client’s item and spell data, the community’s beta reports, and Eye of the Storm as precedent. Anything only the beta reports or the precedent back says so in the sentence that uses it.

Change log

Follow this guide’s changes by RSS, every entry below as it’s added.

  1. Update

    I carried the flag in Warsong Gulch myself, and Plainsrunning did nothing whilst I held it, so the flag section now says so. The Plainsrunning test has the detail.

  2. Update

    Reworded throughout to read more plainly, and nothing in the advice changed.

  3. Update

    The pre-match checklist links the fishing guide for the potion fish, and Contributing links the open questions page.

  4. Update

    The short version’s heading now says it fits on one page rather than one screen, because on a phone it runs to about three.

  5. Update

    The status labels and the list of open checks are gone, so each claim now names what it rests on in the sentence, whether that’s the beta reports, Classic or Eye of the Storm, and the recommendations (35/0/16 on a base at 60, the healer with the carrier, stopping at Revered) are stated plainly as the guide’s own.

  6. Correction

    I’ve made the page agree with itself, so snare removal rests on Travel Form’s live tooltip, and Moonkin Form, at 40 at the earliest, is out of reach for the whole 30s bracket.

  7. Update

    Reworded to read more easily, with the reputation verdict first, Darkspear Islands from 30 moved up to straight after the short version, Which spec does what folded into Every druid role with no pick changed, and the closing moved before Still to test. The carrier speed cap, the third base and the start positions now carry the same caveat everywhere, and a shift breaking a root is labelled Untested.

  8. Update

    Who runs the flag is now a taste call, a Feral druid against a plate class with a healer, rather than a firm Feral pick. I’ve also noted that the PvP vendors are down at the time of writing.

  9. Major

    Updated for the live game. Darkspear Islands is open (I’ve seen it in the PvP tab), Blizzard’s 5 November hotfix now cancels a Tauren carrier’s Plainsrunning the moment they pick up the flag, and everything a live match hasn’t settled yet is marked Untested. The launch week hotfixes note covers the hotfix.

  10. Major

    First published on launch morning, from Blizzard’s announcement and notes, the Forever client’s item and spell data, the beta reports, and Eye of the Storm as precedent.

Take it to the Abandoned Tower.

I’m Restokins, a Tauren druid playing Horde PvP on Forever, and every guide here names its sources and is corrected in public in its change log. The stream starts once I hit 60, weekdays from midday AEST. About the stream New guides and posts by RSS Every correction by RSS

All guides Next: Warsong Gulch

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