09/13/2026 | Press release | Distributed by Public on 09/13/2026 11:56
There's still more adventure waiting in the world where it all began. During the World of Warcraft: Forever Deep Dive, Associate Production Director Clay Stone, Senior Game Designer Josh Greenfield, Lead Software Engineer Ana Resendez, and Principal Game Designer Kris Zierhut shared how this full new World of Warcraft game set in a reimagined original Azeroth is being shaped around the moments that make the world feel alive.
World of Warcraft: Forever begins with a familiar promise: Azeroth is still a place worth getting lost in. Here, Azeroth is the main character, and every road, campfire, dungeon, and familiar name along the way is part of the story. A core foundation of World of Warcraft: Forever is serendipitous interactions: the kind of chance encounters that can turn another player on the road from competition for an herb node, mining node, or enemy tag into someone worth stopping for.
Camping builds on that foundation by reimagining the simple Cooking Fire as a Basic Campfire, creating campsites where players can rest, sit for a moment, gain useful benefits, and contribute crafted objects that make a roadside meeting feel useful, social, and worth remembering. That promise carries through the everyday parts of the adventure, from stopping at a campfire in the wild to leveling another character, finding value in professions, choosing how and where to play, and recognizing familiar names out in the world.
Several systems come into focus in World of Warcraft: Forever, beginning with Camping. The system expands the simple Cooking Fire from the Cooking profession into a Basic Campfire, giving players a reason to pause together in the world before heading back into adventure. Professions are also gaining more depth, with over 600 new recipes across professions and level ranges, adjusted crafted food that can grant a small experience bonus and stat boosts, and advanced Blueprint recipes from dungeon bosses.
The Basic Campfire turns those roadside pauses into something players can build together. Placing a campfire creates a campsite where players can rest and gain access to useful benefits such as vendors, repairs, profession workspaces, and one-hour buffs. To gain those buffs, players will need to slow down, sit by the campfire for a few moments, and get rested before heading back into adventure. It is also a natural place to refresh food buffs, which have received a major update in World of Warcraft: Forever.
Choose your campsite carefully, though-some parts of Azeroth are better suited for a quiet rest than others.
A Basic Campfire allows up to three special crafted objects to be added by nearby players. Each player can contribute one object, and those objects share a one-hour cooldown. Every profession has three different objects learned at different skill levels, and each profession provides its own buff or utility no matter which object is placed.
Blacksmiths, for example, can place a Sharpening Wheel that increases Attack Power, Tailors can place a Faction Banner that increases Spirit, and Herbalists can place an Incense Candle that increases Intellect. These effects are variants of, and do not stack with, buffs normally provided by specific classes.
The first campsite objects are learned once a profession reaches skill level 20, either from special nonplayer characters (NPCs) who introduce players to camping or from profession trainers, while more advanced objects come from Blueprint recipes that drop from specific dungeon bosses.
Alchemists can learn to place an Alchemy Lab, Leatherworkers can place a Tanning Rack required for more advanced Leatherworking recipes, and Cooks can learn upgraded Campfires that allow five or 10 objects to be placed at a camp. Together, these additions give professions more depth, purpose, and visibility throughout the world.
The Legacy System grew out of one of the team's favorite parts of Hardcore: seeing so many players constantly leveling and making the world feel active, lively, and full of possibility. For World of Warcraft: Forever, the team wanted to capture more of that energy in a way that rewards players for beginning the journey again without asking them to face Hardcore's deadly consequences. The result is a system designed to make leveling alternate characters (alts) more exciting, emphasize the journey over the destination, and give players new challenges that reward progress across all their characters.
Players earn Legacy Points by completing Legacy Challenges across several categories, with examples including leveling a specific class or reaching a particular skill milestone. These challenges are not meant to force players into strange tasks disconnected from the game. Instead, they are designed to complement the existing journey, reward the ways players already enjoy adventuring through Azeroth, and add new goals that make each repeat journey feel more meaningful.
Legacy Points can be spent in Legacy Trees, beginning with Professions, Adventure, and Resourcefulness. As players earn points, they can shape each character's path through these trees based on the playstyle that fits that character best.
In the Adventure tree, players can find the "Well Rested" talent to increase rested experience gains and raise the rested experience cap, making it especially useful for leveling alts. In Professions, players can find the legacy talent "Bountiful Harvest" to increase the materials gathered from mining, herbalism, or skinning.
Deeper in Resourcefulness, powerful perks such as Reagent Economy can remove reagent requirements from class abilities, making buffing easier while still asking players to make meaningful choices about where to spend their limited points.
What makes the system especially flexible is that Legacy Points are shared across all alts, while each character spends those points separately in their own trees. Players who want to create many alts can earn points across a wider selection of legacy challenges, taking on new goals such as leveling a different class, while players who want to focus on maximizing a particular character can dive deeper into the categories and complete more complex challenges. Players can also do both, engaging with the system in the way that feels best for their journey through Azeroth.
At launch, each character can spend up to 16 points in their Legacy Trees. The cap is intended to keep players from feeling pressured to do everything at once and to help new players avoid feeling too far behind. Players can still continue completing challenges beyond that spending limit and earn up to 65 Legacy Points at the start.
Those additional accomplishments contribute to the Legacy Reward Track, where accumulating points over time unlocks special cosmetic or prestige rewards, such as the Spectral Bear Cub, without providing a competitive gameplay advantage. World of Warcraft: Forever is also adopting the Burning Crusade-style mount-cost approach, shifting the up-front mount cost into training and granting a mount when players learn the riding skill.
The Legacy System is also built to grow. Over time, the team expects to add new challenges, new perks, additional ways to spend points, expanded spending caps, new columns within existing trees, and potentially entirely new trees. Whether players want to build an army of alts, focus deeply on one character, or discover a new path through Azeroth each time, the system is meant to keep the journey feeling rewarding long after the first trip to maximum level.
World of Warcraft: Forever is also taking a new approach to how players choose where they play. For many players, that first realm choice has always carried a lot of weight: pick the right one and you can adventure with your friends, join the right community, and find groups more easily; pick a different one and you might discover too late that the people you wanted to play with are somewhere else entirely.
Instead of asking players to make that decision before creating a character, World of Warcraft: Forever is going realmless, making it easier to connect with friends while still preserving the community feel that has always made realms memorable.
Rather than choosing from a long list of realms, players will choose a ruleset that matches how they want to experience Azeroth:
Each ruleset functions more like its own large ecosystem than a single traditional realm. This is not one giant realm for everyone, and cross-ruleset grouping is not supported. Factions remain separate, so Horde and Alliance players still cannot group together. Players can group, run dungeons, and raid with others who have chosen the same ruleset. Hardcore will remain a fully enclosed ecosystem, but if a Hardcore character dies, that character can transfer to another ruleset, including PvP.
Collections and Legacy Points remain account-wide across rulesets, with Hardcore as the exception. Progress, collections, and rewards earned in Hardcore can become available in other rulesets, but progress from other rulesets will not flow back into Hardcore. This keeps Hardcore's ecosystem distinct while still letting players carry accomplishments forward if they move out of it.
The realmless structure is meant to combine the benefits of larger populations with the sense of belonging associated with realms. While leveling, questing, and exploring, players should still cross paths with familiar names over the course of play-whether they helped complete a quest, raced toward the same mining node, or simply waved while passing by. The goal is for strangers to become familiar faces and for familiar faces to become part of a community, even at a much larger scale.
As part of the server updates, characters will also use two-part names, similar to having a "first name" and "last name." Because names will be unique per region, this gives players more room to create original character names, such as "Ana Forever," while keeping those identities recognizable across the larger connected environment.
Players will also be able to choose a language preference and encounter others who share that preference. For the PvP ruleset, faction balance remains an important consideration, and World of Warcraft: Forever will include systems intended to support Horde and Alliance balance similar to the approach introduced in Season of Discovery.
Taken together, these infrastructure changes are intended to reduce the pressure of choosing the "right" launch realm, lessen the tradeoff between long queues and lasting communities, and give players the benefits of a larger connected world while preserving the feeling of belonging in Azeroth.
Player choice also guides how transmogrification works in World of Warcraft: Forever. Transmog is an important tool for players who want to show off accomplishments or express their characters in a specific way, but the team also recognizes that it was not part of the original game and that outlandish outfits can affect immersion for some players. With that in mind, the system is being designed to support both perspectives: players who want to fully engage with appearance collection and players who would rather experience the world as if transmog does not exist.
Players can visit a transmogrifier in certain cities to configure transmogrified outfits or disable the system entirely. In practical terms, opting out means players will only see others around them as they are, in their equipped gear. Players who choose Classic Mode when first launching the game will have transmog disabled automatically when they enter the world. Even while the system is disabled, players can continue collecting appearances from new gear in case they decide to use transmog later.
The team also considered how appearance collection could affect player behavior in group content. If a bind-on-pickup Uncommon or Rare item drops in a dungeon, its appearance will be granted to all eligible looters when the item is looted. That means someone who needs an item as an upgrade should not have to worry about another player rolling against them just to collect the appearance.
For epic raid drops, appearances are granted on acquisition only to the player the item binds to, preserving the prestige of higher-level rewards and leaving organized loot decisions in the hands of raid groups.
For players who want to fully engage with transmog, the basic functionality should feel familiar, with a few Classic-minded adjustments. Items of Poor or Common quality grant their appearance as soon as they are looted and do not need to bind to the player first, allowing lower-level or unbound appearances to be shared more flexibly.
Transmogrification still follows item-type rules, so plate transmogs to plate and cloth transmogs to cloth. A Paladin wearing a cloth chest such as Robes of the Exalted would need to use another cloth chest appearance for that item. Low-level characters also cannot use high-level appearances until level 60, when level restrictions are removed for valid appearances in the collection. Cosmetic-only items are the exception, though they will be rare in World of Warcraft: Forever.
Disabling the system does not prevent players from configuring and displaying their own transmog if they want to hide a specific slot such as a helm or cloak or show a particular appearance without enabling the full system for themselves. Players who have transmog disabled will still see other players' hidden helm and cloak settings, preserving the original World of Warcraft functionality around those display choices. Ultimately, the goal is to give players maximum flexibility over what they see in their own game, whether they want to collect and customize or play as though the system is not part of their moment-to-moment experience.
Combat in World of Warcraft: Forever remains rooted in the feel and pacing of World of Warcraft: Classic. The team's goal is not to change how combat feels, but to preserve what makes it deliberate, tactical, and class-driven. Classes are intended to stay simple while still offering engaging depth, and each class should remain distinct, with its own strengths and weaknesses rather than feeling homogenized.
That philosophy shows up in the pace of play. A solo player can expect an ordinary creature to take roughly 10-15 seconds to defeat, giving individual pulls room to matter. Dungeon gameplay is also meant to stay tactical, where crowd control can be the right answer when there are too many enemies for a tank to safely control at once. Polymorph, Banish, Fear, Root, and similar tools continue to have a place, and damage dealers still need to respect Threat, focus targets carefully, and use area damage only when it is safe.
Itemization is changing with the same goal in mind: keeping the gameplay of Classic while "unsolving" the path through it. World of Warcraft: Forever keeps the familiar stats from Classic, but reworks several of them and adds new ones so gearing choices can vary more based on role, activity, and playstyle. Spell, melee, and ranged hit chance are combined, as are spell, melee, and ranged critical chance. That helps hybrid specializations such as Retribution Paladins and Enhancement Shaman, while also letting Warriors, Hunters, and Rogues benefit when improving the reliability of tools such as Taunts, Poisons, and Traps.
Weapon skill still works as it always has, but items with weapon skill offer less of it per item so they are not always the obvious best choice. Bonus healing now also includes one third as much bonus damage, giving healing specializations more support when questing and adventuring in the world.
New stats broaden those choices further. Some items can reduce the chance for attacks to be parried or dodged, while spellcaster-oriented weapons now grant spell damage and healing so spellcasters can look forward to level-up weapons in the same way Warriors, Rogues, and Hunters do.
Trinkets are being pushed toward more varied, situational effects, with examples such as the Worgenbane Talisman showing how different trinkets can matter in different circumstances. New effects also tie item choices to specific environments, such as Woodlands, Mountains, or Deserts, and to specific creature types, including examples like X'caliboar.
These itemization updates reach across the entire game. Every dungeon drop has been re-examined, memorable items remain memorable, less exciting items have been adjusted, and hundreds of new drops have been added. Unique dungeon boss items are now blue quality and set bonuses have been improved to feel more useful and exciting.
Quest rewards have also been updated or expanded to support more classes and roles. Mor'ladim's quest in Duskwood, for example, still offers a two-handed sword, but now also grants the Ladimore Heirloom Ring for spellcasters. Hemet Nesingwary's quests in Stranglethorn also include new options such as the Master Hunter's Spellsword. World-drop epics have been improved, hundreds of new rare-creature drops have been added, and items throughout World of Warcraft: Forever are intended to feel more varied and interesting than ever before.
Racial abilities help each race feel different and give players a reason to experience the journey from a new perspective. In World of Warcraft: Forever, racial abilities have been reworked to feel stronger, more distinct, and more meaningful without pushing every race toward the same strengths. The team is also adding six new class-and-race combinations to explore: Gnome Priest, Human Hunter, Dwarf Shaman, Orc Mage, Troll Warlock, and Undead Paladin, with more planned for future updates.
Each race now has two active abilities and two passive abilities, tuned to provide a similar amount of offensive power while preserving signature utility.
Dwarves, for example, keep Stoneform's focus on removing and granting immunity to Bleeds, Poisons, and Diseases, but its defensive bonus now reduces Physical damage taken instead of increasing Armor, making it useful to more classes. Find Treasure can now remain active alongside other tracking abilities, Mace Specialization increases critical strike chance with all spells and abilities while a mace is equipped, and Big Game Hunter grants increased damage against Beasts, giving Dwarf characters moments where they can shine in the right encounters.
Undead racial abilities are being reshaped with the same design goals. Will of the Forsaken still removes Charm, Fear, and Sleep, but no longer grants immunity to those effects. Cannibalize now restores Mana as well as Health, increasing its usefulness for mana-using classes such as Mages, Warlocks, Paladins, and Priests. Underwater Breathing remains unchanged but continues to matter in old and new underwater combat situations, while Touch of the Grave gives Undead characters a new damage-focused racial with a survivability edge by giving attacks a chance to drain life from enemies.
Talent trees are being revised with the same Classic-minded approach: familiar structure, the same number of rows, and one-point milestone talents at 11, 21, and 31 points, now joined by a new 16-point milestone. Some talents remain exactly as they were in patch 1.12, some have been adjusted or improved, and talents that granted key class buffs-such as Divine Spirit, Blessing of Kings, and Improved Mark of the Wild-are now baseline for their classes.
Paladins offer one example of the wider class update philosophy: give each specialization new tools while preserving meaningful gaps in the class toolkit. Across the class, Paladins gain Holy Strike at level 6, an instant weapon strike that deals Holy damage on a 12-second cooldown. Seals are no longer consumed by casting Judgment, reducing the busy work of recasting them, while Seal of Fury gives Protection Paladins a tank-focused Seal that favors fast weapons, grants small absorb shields, and causes Judgment to taunt while the Seal is active.
Consecration is also baseline at level 20, serving as both a tanking and damage tool with high damage and threat on the first four targets it hits and lower damage and threat beyond that.
Holy Paladins gain tools that encourage more varied healing and support occasional damage-focused play. Improved Holy Strike reduces Holy Strike's cooldown, Voice of Truth grants temporary immunity to Silence and Interrupts, and Reverence allows Paladins to regenerate Mana from Spirit while casting.
Infusion of Light rewards Holy Shock and Flash of Light critical heals by reducing the cast time of Holy Light, encouraging healers to mix their spells rather than repeat the same cast. Holy Shock moves to a 10-second cooldown, Consecrated Ground causes enemies in Consecration to take increased Holy damage, and Light's Vigil gives Paladins a high-cost cooldown that can reset Holy Shock and trigger either extra damage against enemies or party-wide healing through an ally.
Protection Paladins gain more ways to sustain Mana, recover from missed taunts, and survive dangerous moments without becoming a copy of another tank. Improved Seal of Fury grants Mana when Seal of Fury absorbs damage, Shield Specialization grants additional Mana on blocks, and Swift Judgment can reset Judgment once per minute so a missed taunt does not end the moment.
Templar's Bulwark gives Paladins a powerful absorb shield based on maximum health while interacting with Forbearance, Reckoning has been redesigned to work for tanks who are immune to critical hits by also triggering from blocks, and Iron Creed lets timed Holy Strikes reduce incoming damage for a short window.
Retribution Paladins gain stronger melee identity while still leaving room for hybrid Holy damage options. Vindication now reduces enemy Attack Power while increasing the Paladin's own, Sacred Arbiter empowers Holy Strike and refreshes Judgments on the target, Champion of the Light increases spell damage based on Intellect, and Instrument of the Law reduces threat generation while making Holy Wrath instant.
Twist of Light supports Seal Twisting without requiring a swing-timer add-on by letting a new Seal echo into the next melee swing, while players who prefer a different path can lean into Holy Shock for ranged, spell-powered play.
Those updates give Paladins more tools, but they do not erase the class's limits. Paladins still lack an interrupt, still cannot slow targets the way some other classes can, and still rely on the Seal and Judgment system to access their taunt rather than pressing a single-purpose button. They remain especially strong against Undead and Demons through spells such as Exorcism, Holy Wrath, and Turn Undead, while having fewer ranged options against other enemies.
The goal is to make Paladins effective as tanks, healers, or Retribution melee damage dealers without smoothing away the edges that make the class feel distinct. More class and race details are planned through future videos and articles, giving players a deeper look at the vision for each class and specialization.
There is plenty more to dig into from World of Warcraft: Forever, from the systems that bring players together to the class updates, rewards, and choices that shape each journey through Azeroth.