WoW Forever October 15 patch: races reworked, winners and losers

World of Warcraft Forever logo and a PATCH DU 15 OCTOBRE badge. On the left, a Troll Shaman raises a totem next to a Priestess under a green arrow; on the right, a masked Rogue under a red arrow. Text: GAGNANTS ET PERDANTS
October 15 build BETA deployed to the beta realm overnight on October 15-16, 2026 Source: official WoW Forever notes (Blizzard forums)

The October 15 build of the WoW Forever beta touches almost every racial. The Human, Dwarf and Orc weapon specializations are removed in favor of critical strike bonuses, Tauren Endurance gives critical damage and healing instead of hit chance, and Troll Regeneration doubles.

Another change will be felt by every ranged class: as in the early days of World of Warcraft, you must stand still for 0.5 seconds before a wand or the Hunter’s Auto Shot fires. Several effects also now cover the entire raid: the Warrior’s Battle Shout, the Hunter’s Trueshot Aura, four Shaman totems, and the Druid’s Moonkin Aura and Leader of the Pack.

On the class side, the Mage receives two new spells, the Shaman’s Elemental tree is reorganized, and Shadow Priest loses two talents and gains one. The sections below follow Blizzard’s English wording.

How to read this article

▲BuffThe class gains power, range, survivability or comfort.
▼NerfA value goes down, an option disappears or becomes more expensive.
◆Neutral or reworkAn effect changes nature, with no obvious gain or loss.
Warrior

Warrior

Net buff

The Warrior mostly gains comfort and group utility. Battle Shout now covers the whole raid, and Slam is no longer delayed when you take a hit while casting it, which makes it more reliable in melee.

There is a single removal: the Weaponmaster talent no longer triggers its Sword Specialization from Shield Bash or Shield Slam. Warriors who counted on that proc as a tank will have to go without it.

All specializations▲ 3

  • ▲Battle ShoutModifiednow applies to the whole raid.
  • ▲SlamModifiedno longer subject to spell pushback (a hit taken no longer delays the cast).
  • ▲OverpowerModifiedcould fail to activate against significantly lower level enemies. This is fixed.

Arms▼ 1

  • ▼Arms – WeaponmasterModifiedthis talent’s Sword Specialization can no longer be triggered by Shield Bash or Shield Slam.

Fury▲ 2

  • ▲Fury – Lingering RageModifiedno longer stops the player’s Health regeneration after combat.
  • ▲Fury – Improved Berserker RageModifiedfinally removes movement-impairing effects, as the talent says it does.
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Paladin

Paladin

Balanced

The Paladin gets corrections in both directions. On the damage side, several spell power coefficients come back down: Seal of Righteousness was gaining almost twice as much from spell power as intended, Consecration goes from 0.095 to 0.042 per tick, and Champion of the Light is cut in half.

On the other side, the tank gains threat with Righteous Fury at 90% and a Reckoning that stores up to 4 charges, as in Classic Era. The most visible addition is Salvation, which replaces the blessing of the same name: the Paladin once again chooses who gets it and who doesn’t want it.

All specializations▲ 4▼ 2◆ 3

  • ▲Salvation and Mass SalvationNewreplace Blessing of Salvation and Greater Blessing of Salvation. They still reduce threat generated by 30%, but they are no longer blessings. Before, a Paladin could give each player only one blessing: a DPS had to choose between Salvation, to pull less aggro, and a damage blessing such as Blessing of Might. Now they get both.
  • ▲RevokeNewnew spell, learned together with Salvation. It removes Salvation from one specific player. Useful because Mass Salvation covers every player of the same class, tank included: a Warrior tank who gets it generates 30% less threat, which is the last thing they want. The Paladin can now take it off them.
  • ▲Seal of FuryModifiedis no longer overwritten by a Priest’s Power Word: Shield.
  • ▲Righteous FuryModifiedthreat generated by Holy damage increases to 90% (was 60%).
  • ▼Seal of RighteousnessModifiedgained almost twice as much benefit from spell power as intended. This is fixed: the share of damage that comes from spell power goes down, base damage is unchanged.
  • ▼ConsecrationModifiedthe spell power coefficient per tick goes down to 0.042 (was 0.095).
  • ◆Judgement of Righteousness and Judgement of FuryModifiednow have the correct spell power coefficients for instant cast spells. Blizzard does not give the values.
  • ◆Judgement of RighteousnessModifiedits spell damage coefficient was incorrect. It is fixed, with no published value.
  • ◆Seal of FuryModifiedrank 3 is now correctly trained at level 26, not level 25 as it was by mistake.

Holy▼ 1◆ 1

  • ▼Holy – Infusion of LightModifiedno longer gives Holy Shock 50% increased damage against enemies, an effect that was not intended.
  • ◆Holy – Light’s VigilModifiedwhen cast with a focus macro, the spell did not go onto the right target. This is fixed.

Protection▲ 1▼ 1

  • ▲Protection – ReckoningModifiedeach trigger gives a charge, up to 4. Your next melee swing (auto attack) uses all accumulated charges, for 1 extra attack per charge. This restores the Classic Era behavior and delays the triggers until your next swing, so that instant attacks no longer reset the auto attack timer.
  • ▼Protection – Shield SpecializationModifiedthe Mana restored drops to 4% (was 6%), still with a 3 second internal cooldown.

Retribution▲ 1▼ 2

  • ▲Retribution – Sanctified JudgementModifiedthe Mana it restores no longer generates threat.
  • ▼Retribution – Champion of the LightModifiedincreases your spell damage by 10/20/30% of your Intellect (was 20/40/60%).
  • ▼Retribution – VindicationModifiedthe attack power reduction applied to the target drops to 2/4/6 (was 68/136/204). The Paladin’s own 1/2/3% attack power bonus is unchanged. Not in Blizzard’s notes, found in the game data by Wowhead.
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Hunter

Hunter

Balanced

The Hunter receives many fixes that work in its favor: its fire traps now scale with attack power, it can lay a fire trap and a frost trap at the same time (instead of a single trap of any type), and its pet benefits from Expertise and from the better of the Hunter’s melee or ranged critical strike chance.

The two losses weigh heavily, especially in PvP. Auto Shot now requires standing still for 0.5 seconds before firing, as in the early days of World of Warcraft. And the three pet control abilities, Dismember, Sonic Blast and Mine!, last shorter, hit softer and come back slower: in PvP, control from the pet becomes much less available.

All specializations▲ 4▼ 4◆ 1

  • ▲Fire trapsModifiednow scale correctly with attack power.
  • ▲TrapsModifiedthe Hunter can have 1 active Fire Trap and 1 active Ice Trap at the same time (was 1 trap among all types).
  • ▲PetsModifiednow correctly benefit from Expertise.
  • ▲PetsModifiedinherit the player’s higher critical strike chance, melee or ranged, instead of only the melee one.
  • ▼Auto ShotModifiednow requires standing still for 0.5 seconds before shooting, matching early versions of World of Warcraft. The developers specify that your character will still fire Auto Shot while casting spells like Aimed Shot or Sniper Shot.
  • ▼Pets – Crocolisk DismemberModifiedhealing reduction drops to 25% (was 50%), duration to 6 seconds (was 10) and cooldown rises to 15 seconds (was 6).
  • ▼Pets – Bat Sonic BlastModifiedcast speed reduction drops to 30% (was 60%), duration to 20 seconds (was 30) and cooldown rises to 60 seconds (was 30).
  • ▼Pets – Bird of Prey Mine!Modifiedduration drops to 3 seconds (was 4) and cooldown rises to 90 seconds (was 60).
  • ◆Arrowsthey are now visible when the character has the bow drawn back.

Beast Mastery▲ 1◆ 2

  • ▲Beast Mastery – Improved Mend PetModifiedincreased the Mana cost of Mend Pet instead of reducing it. This is fixed.
  • ◆Beast Mastery – Summon HawkModifiedthe hawk now spawns at the target the spell was cast on.
  • ◆Beast Mastery – Summon HawkModifiedthe hawk now stays stuck to the target it was summoned on.

Marksmanship▲ 3

  • ▲Marksmanship – Trueshot AuraModifiednow applies to the whole raid.
  • ▲Marksmanship – Sniper ShotModifieddid not benefit from a few Marksmanship talents. This is fixed.
  • ▲Marksmanship – Multi-ShotModifiedbecomes instant (was a 0.5 second cast). Not in Blizzard’s notes, found in the game data by Wowhead.

Survival▲ 3◆ 1

  • ▲Survival – Strider KickModifiedcan be used while disarmed, or with no weapon in the main hand.
  • ▲Survival – ResourcefulnessModifiednow correctly reduces the Mana cost of Strider Kick.
  • ▲Survival – ResourcefulnessModifiedfinally activates on a critical strike, but only on melee and ranged ability critical strikes, to prevent spamming. The developers specify that traps do not activate it. Not in Blizzard’s notes, found in the game data by Wowhead: the proc chance goes up to 50/100% (was 30/60%).
  • ◆Survival – Predator’s EdgeModifiedthe tooltip now states that it only increases the critical strike damage of your abilities.
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Rogue

Rogue

Net nerf

Four fixes, four tricks gone. Poisons no longer trigger against a target that is attacking the Rogue, Sap no longer sets off weapon effects, switching specialization no longer refills the Energy bar, and Cold Blood is finally consumed by a critical strike from Mutilate. Nothing is added on the other side: it is a cleanup, felt mostly in PvP and by Assassination Rogues.

All specializations▼ 3

  • ▼Rogue PoisonsModifiedno longer wrongly activate against targets that are attacking the Rogue.
  • ▼SapModifiedno longer has a chance to activate weapon procs.
  • ▼SpecializationsModifieda Rogue can no longer swap specializations to keep their Energy full.

Assassination▼ 1

  • ▼Assassination – Cold BloodModifiedis now consumed when Mutilate lands a critical strike.
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Priest

Priest

Net buff

Shadow Priests keep tighter control of their damage over time: Devouring Plague comes back every 24 seconds instead of every minute, and Vampiric Embrace comes back every 30 seconds and can no longer be resisted. On the other side, Shadow Word: Death waits 18 seconds between casts, and two convenience talents disappear: Improved Fade and Shadow Affinity.

Discipline mostly gains consistency. Power in Light boosts Smite and Penance on a target that already has a DoT (damage over time) on it, and Twin Disciplines finally covers the Shadow spells and Penance. The new Shadow talent, Dark Inspiration, gives Spirit to the whole group: handy for a Priest who plays alongside casters.

All specializations▲ 3▼ 1◆ 3

  • ▲RenewModifiedhigh ranks were preventing other Priests from applying their own Renew to the target. This is fixed.
  • ▲Devouring PlagueModifiedthe cooldown drops to 24 seconds (was 1 minute).
  • ▲Mind VisionModifiedcasting the spell no longer makes the target stand up or interrupts its drinks.
  • ▼Shadow Word: DeathModifiedthe cooldown rises to 18 seconds. Blizzard’s notes say « was 12 », but the game data tracked by Wowhead shows 15 seconds before the patch.
  • ◆Holy FireModifiedrank 5 periodic damage was higher than rank 6. This is fixed.
  • ◆Power Word: ShieldModifiedthe game now correctly tells the player they can’t replace a shield that is stronger than the new one.
  • ◆Power Word: ShieldModifiedscrolling combat text no longer shows « SHIELDED » twice.

Discipline▲ 3▼ 2◆ 3

  • ▲Discipline – Power in LightModifiednow increases Smite and Penance if the target is afflicted by Holy Fire or Shadow Word: Pain.
  • ▲Discipline – Silent ResolveModifiedthe threat reduction now applies to all spells. The patch notes spell it « Silence Resolve ».
  • ▲Discipline – Twin DisciplinesModifiednow correctly benefits Shadow Word: Death, Mind Flay, Starshards and Penance.
  • ▼Discipline – Inner FocusModifiednow only applies to a single spell, even if you queue another spell during the Penance channel.
  • ▼Discipline – Mental StrengthModifiedmoves from row 4 to row 2, but the Intellect bonus drops to 2/4/6/8/10% (was 3/6/9/12/15%, value found in the game data by Wowhead).
  • ◆Discipline – Divine AegisModifiedthe tooltip now says the talent triggers on non-periodic critical heals.
  • ◆Discipline – Divine AegisModifiedthe tooltip now shows the maximum value of the shield.
  • ◆Discipline – Improved Power Word: ShieldModifiedmoves from row 2 to row 3.

Shadow Magic▲ 6▼ 2◆ 3

  • ▲Shadow – Shadow Word: DeathModifiedfinally benefits from the critical strike damage increase of Shadowform.
  • ▲Shadow – Devouring ContagionModifiedthe bounced Devouring Plague no longer costs Mana, no longer plays a cast animation and no longer puts the caster’s Devouring Plague back on full cooldown.
  • ▲Shadow – Devouring ContagionModifiednow spreads to 2 targets.
  • ▲Shadow – Vampiric EmbraceModifiedcan no longer be resisted.
  • ▲Shadow – Vampiric EmbraceModifiedthe cooldown drops to 30 seconds (was 1 minute).
  • ▲Shadow – Dark InspirationNewnew row 4 talent. Mind Blast and a fully channeled Mind Flay increase the Priest’s and their party’s Spirit by 3/6/9/12/15% for 10 seconds.
  • ▼Shadow – Improved FadeModifiedtalent removed.
  • ▼Shadow – Shadow AffinityModifiedtalent removed. It reduced the threat generated by Shadow spells by 10/20/30%. Blizzard’s notes call it Shadow Infinity by mistake.
  • ◆Shadow – Improved Mind BlastModifiedmoves from row 3 to row 2.
  • ◆Shadow – Improved Mind FlayModifiedeach instance of Mind Flay damage deals 10/20% more damage than the previous one. Not in Blizzard’s notes, found in the game data by Wowhead: the talent no longer grants 5 yards of range or a 35% slow on the target.
  • ◆Shadow – Shadow WeavingModifiedthe tooltip now correctly states that the target takes increased damage from you.
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Shaman

Shaman

Net buff

The main gain comes from totems. Grace of Air Totem, Strength of Earth Totem, Windfury Totem and Flametongue Totem now reach the whole raid, and Grace of Air can coexist with the other two. A raid Shaman brings more to more people, without depending on the makeup of their own group.

The Elemental tree is deeply rearranged: Call of Thunder leaves the tree to become baseline for every Shaman, Elemental Mastery returns as a 31-point talent, and Lava Burst moves up to row 5 with no prerequisite. Fire Nova costs much less Mana but hits noticeably softer.

All specializations▲ 5▼ 4◆ 3

  • ▲Totemic RecallModifiedcost 70 silver at the trainer instead of the intended 22. The price is fixed.
  • ▲Grace of Air TotemModifiedis no longer exclusive with Windfury Totem and Flametongue Totem.
  • ▲TotemsModifiedGrace of Air Totem, Strength of Earth Totem, Windfury Totem and Flametongue Totem now apply raid-wide.
  • ▲Chain LightningModifiedMana cost reduced by approximately 35% on all four ranks.
  • ▲Fire NovaModifiedthe Mana cost is significantly reduced.
  • ▼Grounding TotemModifiedis now destroyed after redirecting a spell, as intended.
  • ▼Fire NovaModifiedthe spell power coefficient drops to 0.143 (was 0.214).
  • ▼Fire NovaModifiedbase damage is significantly reduced.
  • ▼Flametongue Totem and Windfury TotemModifiednow only affect players.
  • ◆Windfury WeaponModifiedits attacks now show up as white hits in the scrolling combat text.
  • ◆Windfury Totem and Flametongue TotemModifiedkeep their mutual exclusivity.
  • ◆Chain HealModifieda little green is added to the visual effect, without overpowering the original.

Elemental Combat▲ 7▼ 1◆ 7

  • ▲Call of ThunderModifiedleaves the Elemental tree and becomes a baseline effect for every Shaman, whatever the spec: +3% critical strike chance on Lightning Bolt and Chain Lightning. Blizzard’s notes only say « Talent removed »; the move to a baseline effect shows in the game data tracked by Wowhead.
  • ▲Elemental – Elemental MasteryNewreturns as the new 31-point gold medal talent. Reduces the cast time of Lightning Bolt and Lava Burst by 0.5 seconds and removes the cooldown from Chain Lightning for 15 seconds. 3-minute cooldown, Lava Burst is a prerequisite.
  • ▲Elemental – Lava BurstModifiedmoves from row 7 to row 5 as the 21-point gold medal talent. A rank 4 is added, the ranks are redistributed and the talent no longer has a prerequisite. Ranks 2 and 3 are learned earlier, at levels 40 and 50 (was 50 and 60).
  • ▲Elemental – Elemental ReachModifiedalso reduces the cooldown of Totemic Projection by 10/20 seconds. Not in Blizzard’s notes, found in the game data by Wowhead: the talent no longer adds 8 yards of range to Flame Shock.
  • ▲Elemental – Call of FlameModifiedalso extends the duration of Flame Shock by 3/6/9 seconds.
  • ▲Elemental – ClearcastingModifiedis no longer consumed by Lightning Overload activations.
  • ▲Elemental – Trial by FireModifiedthe talent formerly known as Improved Fire Nova also extends the duration of Magma Totem by 10 seconds. Not in Blizzard’s notes, found in the game data by Wowhead.
  • ▼Elemental – Elemental FocusModifiedthe Clearcasting it grants can no longer be spent on the Fire Nova that triggered it.
  • ◆Elemental – Elemental FuryModifiednow has Lightning Overload as a prerequisite.
  • ◆Elemental – Lightning OverloadModifiednow has Elemental Alacrity as a prerequisite.
  • ◆Elemental – Elemental AlacrityModifiedmoves from row 3 to row 2.
  • ◆Elemental – Elemental WardingModifiedmoves from row 2 to row 3.
  • ◆Elemental – EarthboundModifiedmoves to row 4 as the 16-point gold medal talent.
  • ◆Elemental – column arrangementModifiedmany talents move to make room for other talents and their connections.
  • ◆Elemental – Fire NovaModifiedthe tooltip now correctly increases when you invest in Trial by Fire, the talent formerly known as Improved Fire Nova.

Enhancement▲ 3

  • ▲Enhancement – StormstrikeModifiedthe debuff is no longer consumed if your spell does not land.
  • ▲Enhancement – StormstrikeModifiedthe debuff can no longer be consumed by players or pets other than the casting Shaman.
  • ▲Enhancement – StormstrikeModifiedthe cost changes to 8% of base Mana (was 125 Mana at all levels). Listed as a buff because the cost now scales with level, so it is much lower while leveling. The cost still needs checking at level 60.

Restoration▲ 3◆ 1

  • ▲Restoration – Mana Tide TotemModifiedan additional rank is learned at level 38. Ranks now come at levels 25, 38, 48 and 58 (was 25, 48 and 58).
  • ▲Restoration – Restorative TotemsModifiednow increases the full effect of Healing Stream Totem, not just its base value.
  • ▲Restoration – Water ShieldModifiedcan trigger from any critical spell cast by the Shaman (was only critical heals).
  • ◆Restoration – Tidal Focus and Totemic FocusModifiedswap places. Tidal Focus moves to row 1 and Totemic Focus to row 2.
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Mage

Mage

Balanced

This build brings two new spells. Frostbolt is no longer the only way to slow a target at low level: Frost Blast, learned at level 24, replaces rank 1 of Frostbolt, which players kept for its slow despite the down-ranking penalty. In Arcane, Arcane Wrath is a new 16-point gold medal talent.

The tweaks go both ways. Arcane Blast loses 40% damage but gains an Intellect bonus that lasts 15 seconds. Ice Lance falls from +300% to +200% against frozen targets. In return, Cone of Cold slows harder and longer on up to 4 targets, and Critical Mass goes up to 5 points. Several Clearcasting and Presence of Mind bugs that worked in the Mage’s favor are fixed.

All specializations▲ 1▼ 1

  • ▲Frost BlastNewnew spell learned at level 24. 1.5 second cast, low frost damage and a 40% movement slow. It benefits from every talent that affects Frostbolt, including Winter’s Chill. The developers explain that it takes over the role of rank 1 Frostbolt despite the down-ranking penalty: it costs more Mana and deals a little more damage. The notes describe this spell twice, in the Mage and Frost sections. Improved Frostbolt and Arctic Reach also apply to it (found in the game data by Wowhead).
  • ▼ClearcastingModifiedno longer rolls for every target struck, can no longer activate off Dampen Magic and Amplify Magic, nor off spells cast out of combat.

Arcane▲ 2▼ 2◆ 1

  • ▲Arcane – Missile BarrageModifiedmoves to row 1 and becomes a 2-point talent. It also gives a chance to trigger when Arcane Missiles hits land. At rank 2: 40% chance from Arcane Blast, 20% from Arcane Wrath, Fireball, Frostbolt and Frostfire Bolt, 10% from each Arcane Missiles hit; rank 1 gives half. The old values come back at rank 2, but cost 2 points instead of 1.
  • ▲Arcane – Arcane WrathNewnew 16-point gold medal talent. This spell deals base damage similar to a Fireball, with a 3.5 second cast, and counts as if the Mage had additional Spell Power equal to 5% of their maximum Mana. 6 second cooldown. Improved Channeling also protects it from interruptions (found in the game data by Wowhead).
  • ▼Arcane – Presence of MindModifiedwas not being consumed by spell casts. This is fixed.
  • ▼Arcane – Missile BarrageModifiedcould reduce the cost and duration of a second Arcane Missiles cast. This is fixed.
  • ◆Arcane – Arcane BlastModifiedredesigned. The spell has a 1.5 second cast, and each cast gives the Mage 15% of their Intellect as additional Spell Damage. The effect still increases the cost and stacks up to 4 times, but it lasts 15 seconds from when it is first applied (instead of ending at the next spell cast). Mana cost unchanged, damage done and spell power coefficients reduced by 40%. The old 10% bonus to your other spells’ damage per stack is removed.

Fire▲ 2▼ 1◆ 1

  • ▲Fire – Heating UpModifiedis no longer consumed if Presence of Mind was active for the Pyroblast cast. Each Fire Blast also always adds a charge, so a critical Fire Blast gives 2.
  • ▲Fire – Critical MassModifiedMages can spend up to 5 points for 10% total critical strike chance.
  • ▼Fire – Wake of FireModifiedthe talent reverts to Improved Fire Blast and no longer grants a bonus when the Mage kills a target. It increases the range of Fire Blast by 8/15 yards. Listed as a nerf: a kill bonus disappears, and the range only makes up for it on a filler spell.
  • ◆Fire – Fire PowerModifiedredesigned, now only 3 points. Increases damage done by Fire spells by 1/2/3% per Fire effect of the Mage on the target, up to a maximum of 12%. Spells that mix multiple schools of magic do not grant this bonus. The effects that count are Ignite, Improved Scorch, Fireball, Pyroblast and Impact. Frostfire Bolt does not grant the bonus but benefits from it. Before: 5 points, a flat +2/4/6/8/10% Fire damage with no condition.

Frost▲ 3▼ 1◆ 3

  • ▲Frost – Frost ChannelingModifiednow correctly reduces the Mage’s threat.
  • ▲Frost – Frostbite and Fingers of FrostModifiedcan now activate from Ice Armor and Frost Armor, which the game had been preventing.
  • ▲Frost – Cone of ColdModifiedthe movement slow on the first 4 targets hit is increased by 10% and lasts 3 seconds longer. The developers explain that controlling massive numbers of targets was the main reason for the original reduction, and they consider this power level reasonable against 4 or fewer targets.
  • ▼Frost – Ice LanceModifiedagainst a frozen target, the damage increase drops to 200% (was 300%).
  • ◆Ice BlockModifiedthe visual effect was too transparent. This is fixed.
  • ◆Frost – Winter’s ChillModifiedredesigned. It no longer grants critical strike chance. In the October 15 game data, your Frost damage spells have a 20/40/60/80/100% chance (by rank) to apply Winter’s Chill: each stack increases the damage of your Cone of Cold on the target by 40%, up to 5 stacks, consumed by the next Cone of Cold. Blizzard’s notes also describe a second version (5% more damage taken and 7% of your spell damage per stack) that the game does not apply at this point.
  • ◆Frost – Cone of ColdModifiedthe position of the spell visual changes slightly.
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Warlock

Warlock

Balanced

The Warlock gets a real bonus: Shadow Mastery doubles its values, from 2% up to 10% extra Shadow damage. It loses a shortcut: Summon Incubus can no longer be cast for free with the Reagent Economy perk. The rest leans negative: Malediction and its periodic damage bonus are gone, Destructive Reach now only covers Destruction, and only Amplify Curse improves.

All specializations▼ 2

  • ▼Summon IncubusModifiedcan no longer be cast without a Soul Shard with the Reagent Economy Legacy perk.
  • ▼Curse of RecklessnessModifiedmultiple debuffs of this kind can no longer be active on a target at the same time. The notes write « Cure of Recklessness », a typo for Curse.

Affliction▲ 2▼ 1

  • ▲Affliction – Shadow MasteryModifiedincreases Shadow damage by 2/4/6/8/10% (was 1/2/3/4/5%).
  • ▲Affliction – Amplify CurseModifiedits effect on Curse of Exhaustion goes from 20% to 50%. Not in Blizzard’s notes, found in the game data by Wowhead.
  • ▼Affliction – MaledictionModifiedreplaced by Grim Reach, which increases the range of your Affliction spells by 10/20%. Malediction increased all periodic damage from your spells by 1/2/3/4/5%: the loss hits every damage-over-time spell, the range gain is minor.

Demonology▲ 1

  • ▲Demonology – Soul LinkModifiedit was impossible to cast on your pet. This is fixed.

Destruction▼ 1

  • ▼Destruction – Destructive ReachModifiednow only increases the range of your Destruction spells, by 10/20%. Before, the bonus applied to all your damaging spells.
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Druid

Druid

Net buff

Two auras change nature, and they no longer exclude each other: a raid with both Druids gets both. Moonkin Aura now only gives spell critical strike chance, and Leader of the Pack only melee and ranged critical strike chance. They now reach the whole raid: the effect is narrower, the reach much wider. A Druid who brings the aura becomes more valuable to an entire raid.

Two advantages disappear: Faerie Fire no longer triggers Omen of Clarity in Cat or Bear Form, and several Druids can no longer stack Insect Swarm to lower a target’s hit chance. In exchange, Faerie Fire generates threat in Bear Form, and the Druid learns Shred earlier.

All specializations▲ 4▼ 2

  • ▲RejuvenationModifiedhigh ranks were preventing other Druids from applying Rejuvenation to the target. This is fixed.
  • ▲Faerie FireModifiednow generates threat in Bear Form and Dire Bear Form, instead of just initiating combat at 0 threat.
  • ▲ShredModifiedrank 1 is learned at level 20 (was 22). It was possible to get Shredding Attacks before knowing Shred or Lacerate.
  • ▲Talents on loginModifiedHeart of the Wild, Feral Swiftness, Thick Hide and Leader of the Pack were not always applying to the character on login. This is fixed.
  • ▼Omen of ClarityModifiedcan no longer be triggered by Faerie Fire in Cat Form, Bear Form or Dire Bear Form. In those forms Faerie Fire costs no resources, so it cannot trigger it.
  • ▼Faerie FireModifiedmultiple Faerie Fire debuffs can no longer be active on the same target.

Balance▲ 1▼ 1

  • ▲Balance – Moonkin AuraModifiednow only increases spell critical strike chance, but is raid-wide and no longer exclusive with Leader of the Pack: the two auras stack. The end of the exclusivity is not in Blizzard’s notes, it was found in the game data by Wowhead.
  • ▼Balance – Insect SwarmModifiedmultiple instances no longer keep reducing the target’s hit chance.

Feral Combat▲ 2◆ 1

  • ▲Feral – FurorModifiedthe player keeps the Energy they had in Cat Form when shifting into Bear or Dire Bear Form. These forms still prevent Energy regeneration.
  • ▲Feral – Leader of the PackModifiednow only increases melee and ranged critical strike chance, but is raid-wide and now stacks with Moonkin Aura.
  • ◆Feral – ShredModifiedthe flat damage shown in the tooltip now correctly scales with the percentage damage increase of Savage Fury. The developers specify this was only a display bug: the damage is unchanged.
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Races and general changes

Nearly every racial gets reworked at once. Dwarf, Human and Orc weapon specializations disappear in favor of critical bonuses, Tauren Endurance goes from a hit bonus to a critical damage and healing bonus, and Skyborne gain almost everywhere: more haste, spells castable on the move, shorter cooldowns. On the loss side, Plainsrunning now requires real movement to keep its effect, Orc Blood Fury comes back every 3 minutes, and Shatter Curse only cuts magic damage by 5%.

One more change affects everyone who plays with a wand: you must stand still for 0.5 seconds before shooting, as in the earliest versions of the game. The tutorial, graphics options, gamepad, interface and a long list of quests also get fixes, detailed below.

Races▲ 13▼ 6◆ 7

  • ▲Tauren – EnduranceModifiednow grants 2% increased critical damage and healing, instead of 1% hit chance.
  • ▲Tauren – PlainsrunningModifiedalso grants 3% increased mounted movement speed. This increase stacks with other mounted movement speed increases.
  • ▼Tauren – PlainsrunningModifiednow requires the Tauren to move a minimum distance per second to keep the effect. The developers explain that stutter-stepping is no longer enough. The minimum makes some allowance for movement speed penalties.
  • ▲Tauren – CultivationModifiedcooldown reduced to 15 minutes, down from 60 minutes.
  • ▲Tauren – War StompModifiedcooldown reduced to 90 seconds, down from 2 minutes.
  • ◆Dwarf – Mace SpecializationNewreplaced with Earth Fury, which grants 2% increased critical damage and healing.
  • ▲Dwarf – Find TreasureModifiednow also grants a chance to find additional items in most chests.
  • ▲Skyborne – Wind BlessedModifiedhaste bonus increased to 3%, up from 1%.
  • ▲Skyborne – SkysightModifiedcan now be cast while moving.
  • ▲Skyborne – Read LeylineModifiedcan now be cast while moving, and the minimum duration increases to 30 seconds, up from 20.
  • ▲Skyborne – Walk on AirModifiedcooldown reduced to 90 seconds, down from 2 minutes.
  • ▲Skyborne – Elemental Convergences and LeylinesModifiedmore spawn locations in most Eastern Kingdoms and Kalimdor zones.
  • ◆Human – Sword SpecializationNewreplaced with Ruthless, which grants 2% increased critical strike chance.
  • ◆Orc – Axe SpecializationNewreplaced with Savage, which grants 1% increased critical strike chance.
  • ▼Orc – Blood FuryModifiedcooldown increased to 3 minutes, up from 2 minutes.
  • ▼Orc – Shatter CurseModifiednow dispels Curses and Banes instead of granting immunity. Magic damage taken is reduced by 5%, down from 15%.
  • ◆Undead – Touch of the GraveModifiedproc chance and cooldown adjusted to make the benefit more consistent. Visuals improved.
  • ▼Undead – Will of the ForsakenModifiedno longer available while under the effects of Scatter Shot.
  • ◆Undead – Touch of the DeadModifiednow has a 30% chance to activate for casters and a 20% chance for Paladins, Rogues and Warriors, with a 25 second internal cooldown.
  • ▼Undead – Touch of the DeadModifiedno longer scales with Shadow damage increases on the target or the caster.
  • ▲Undead – Touch of the DeadModifiedno longer suffers from a decreased multiplier when a lower ranked spell is used. The developers explain that this penalty shouldn’t have applied to a racial, which is neither a class spell nor a class ability.
  • ◆Gnome – Eureka!Modifiednow an 8 second buff with no charges. Same effect on damage and ability costs. Now also benefits Power Word: Shield.
  • ▼Gnome – Eureka!Modifiedcan no longer be used while stealthed or invisible.
  • ▲Night Elf – QuicknessModifiedthe movement speed increase now stacks with other movement speed increases.
  • ◆Night ElfModifiedNight Elves no longer display their shields while in Wisp Form.
  • ▲Troll – RegenerationModifiedhealth regeneration bonuses increased to 20%, up from 10%.

Going up▲ 5

  • ▲Items – Mystic MushroomModifiednow correctly increases Spirit.
  • ▲Items – Insight weapon enchantModifiednow correctly increases Spirit.
  • ▲Legacy System – The Quick and the DeadModifiednow affects more Priest spells.
  • ▲Quest « The Attack! » StormwindModifiedno longer an escort quest and can be shared, even while the event is active. Speak to Tyrion to start the event if it is not active.
  • ▲PvP – Battleground Marks of HonorModifiednow stack up to 30, up from 20.

Going down▼ 7

  • ▼WandsModifiedyou must now stand still for 0.5 seconds before shooting, as in the earliest versions of World of Warcraft.
  • ▼CreaturesModifiedthey now properly regenerate health when out of combat.
  • ▼ScrollsModifiednow trigger a global cooldown when used.
  • ▼Profession itemsModifiedthe vendor sell price drops for many crafted items.
  • ▼Draught of Predatory SensesModifiedbecomes a potion on the Combat Potion cooldown, and its duration is reduced to fit that design.
  • ▼Legacy System – BarteringModifiedno longer discounts training and repairs.
  • ▼DalaranModifiedmembers of the Horde are no longer welcome in the city under any circumstances and are attacked on sight. Access to the City of Dalaran dungeon is unchanged, but the Horde questline that gives the Dalaran Sewer Key no longer grants unrestricted access to the city in the open world.

Fixes and comfort◆ 12

  • ◆TutorialNewa new tutorial experience for new players. In-game tutorials are updated too.
  • ◆Graphics optionsModifiedLighting Bloom Intensity becomes a slider, moved to the Advanced graphics section.
  • ◆Auto Attack/Auto Shot settingNewwhen enabled, Hunters automatically switch between auto attack and Auto Shot. This also works with a gamepad.
  • ◆Fixes: extra bright fog at lower shadow settings, Kirin Tor reputation that Horde players could gain, the Night Watchman’s Torch held by some Horde characters, and drink tooltips that did not show the correct total mana regeneration.
  • ◆Items: Morbent’s Bane no longer plays visual effects for other nearby players. Several quest items that could drop in multiples now drop only one.
  • ◆Legacy System: the Master Chef and Luremaster perks move one column to the left. The developers note they were already available with 5 points invested, so this is a purely visual change.
  • ◆Gamepad: swing timer added to the central reticle, shortcuts to toggle voice chat transcription, fishing bobber always targetable, ground-targeted items confirmed on the second press, and the « Press and Hold Casting » setting is now supported.
  • ◆Gamepad fixes: action bar visible after relogging with a custom Edit Mode layout, customizable cast bar, class submenus easier to activate, a quest reward choice that blocked some quests, and quests from interactive objects or non-character quest givers can finally be turned in.
  • ◆Gamepad, usable windows: trade confirmation, Guild & Communities, chat channels and transmog.
  • ◆Quests by zone: more Bloodtooth Guards for « Raene’s Cleansing » in Ashenvale, furbolg camps that finally count for « How Big a Threat? » and « For Love Eternal » turnable at all times in Darkshore, Cenarion Moondust kept for « Body and Heart », Novice Warriors no longer flagging players for PvP during « Sparring Match » in Mulgore, Lord Melenas no longer evading at low health during « Twisted Hatred » in Teldrassil, faster and evened-out respawns in the Wetlands for Dragonmaw Orcs, Gnolls and Incendicite Ore, and Halaan’s Gift usable again for « The Anchors of Zephras » on Zephras Isle.
  • ◆Interface: updated unit frames and minimap header display, spell ranks grouped into a single entry in the Cooldown Manager, an equippable level column and suffix item stats (such as « of the Monkey ») in the Auction House, and detailed Scrolling Combat Text options (Options > Gameplay > Combat).
  • ◆Interface, continued: searching for « Threat » brings up the Aggro Display option, the visibility distance of enemy nameplates above and below the player is adjusted (your target is not affected), level-up messages with stat increases and talent points are restored, Group Finder updates dungeon eligibility and the « Show All Level Ranges » checkbox, the Professions panel art is fixed, /who search handles subzones, and the « refresh world » prompt can no longer be accepted in combat.

Build summaryOctober 8 mostly fixed tank Rage. October 15 redistributes. Without racial weapon bonuses, Humans, Dwarves and Orcs choose their weapon freely. With effects extended to the raid, a Shaman, Druid or Marksmanship Hunter now benefits forty players instead of five. The net losses fall on the Rogue, on Hunter pet controls in PvP, and on the small stutter-steps that kept Plainsrunning active.

The Mage, Priest, Shaman and Warlock talent trees change shape. The talent calculator will be aligned as soon as the game data is available. The official release is still announced for November 4, 2026.