The short answer: decide the hard-to-change things first

StepDecideWhy at this point
① Faction and rulesetHorde or Alliance, and Normal, PvP, Roleplaying or Roleplay-PvPAnnounced for the U.S. and Europe; in Blizzard’s Korean article too, availability in Korea unconfirmedYou can’t group across factions or rulesets
② RoleTank, healer or damageNarrows the nine classes
③ ClassOne of nineEvery class exists on both sides
④ RaceA race that can play that classSlight role differences, no ranking; different utility

Decide in this order: faction, role, class, race.

Faction and race are set when you create a character.

Treat both as permanent.

As of 2026-09-24, we found no Blizzard announcement of a race or faction change service.

In the U.S. and Europe, Roleplay-PvP joins Normal, PvP and Roleplaying at launch.

Its faction rules are not announced yet; Blizzard announced it on October 22, 2026.

Class leaves you the most room.

All nine classes are on both the Horde and the Alliance in Blizzard’s official tables.

Wanting a particular class never forces you onto one side.

Still choosing a class?

Read our section on Blizzard’s class deep dives: all nine classes in a few lines each.

Hybrid classes are not meant to be weak.

Hybrid damage specs target about 5% less damage, per Blizzard’s designers on October 1.

That is compared with the four pure damage classes.

Perfect numerical equality is not the aim either, Blizzard’s November 2 notes add.

The damage balance section below has the details.

Race comes last on purpose.

Some races are slightly more effective in certain roles, per Blizzard’s October 26 notes.

The notes rank none, so compare conditions, utility and looks rather than chasing damage.

Waiting for a race from a later WoW expansion?

None are planned at this time, Blizzard said in an October 11, 2026 interview.

What you can’t easily undo, and what you can

ChoiceChange later?Official basis
FactionTreat as permanentNo change service announced (checked 2026-09-24)
RaceTreat as permanentNo change service announced (checked 2026-09-24)
RulesetNew character neededDead Hardcore characters can transfer out
Faction on PvPOne faction onlyNormal, Roleplaying and Hardcore allow both
Faction on Roleplay-PvPNot announcedNot in Blizzard’s October 22 post
Preferred languageYes, after 24 hoursAccount-wide setting
TransmogYesTransmogrifier in certain cities

Faction and race: both are chosen at character creation.

No change service has been announced for Forever, so pick them as if you will keep them.

Ruleset: movement between rulesets is intentionally limited, Blizzard says.

To play under a different ruleset, you create a new character there.

The one exception Blizzard names is Hardcore, which is not available at launch.

If a Hardcore character dies, it can transfer to another ruleset, including PvP.

Faction on the PvP ruleset: you can only create characters for one faction there.

Make an Alliance character on PvP and you can’t make a Horde one, and vice versa.

Normal, Roleplaying and Hardcore allow both factions, per Blizzard’s ruleset article.

PvP rulesets also get faction-balance systems like Season of Discovery’s.

There, new character creation could be limited temporarily for one faction.

Roleplay-PvP is a new ruleset, announced on October 22, 2026.

It arrives with the launch on November 4 at 3:00 p.m. PST.

Neither that post nor the updated ruleset article says if it allows one faction or both.

Don’t count on playing both factions there until Blizzard says more.

Blizzard is also working to offer it when name reservation opens on October 27.

It also appears in Blizzard’s Korean ruleset article.

That article doesn’t say if players in Korea can select it, so that stays unconfirmed.

Easy to revisit: Preferred Online Language is an account-wide setting.

You can change it again after a 24-hour cooldown.

Transmog can be set up or switched off at a transmogrifier in certain cities.

Starting a second character costs less than it used to.

Legacy Points are shared across all your alts, and account-wide across rulesets.

Hardcore is the exception.

A new character still benefits from what the first one earned.

The nine classes and the roles they can fill

ClassRolesIn one line
DruidTank, healer, damageShapeshifter bound to nature
HunterDamageTracker who tames beasts as pets
MageDamageFrost and fire from range; physically frail
PaladinTank, healer, damageArmored fighter who heals and shields with the Light
PriestHealer, damageHeals or harms through faith and the mind
RogueDamageStealth, poisons and silent weapons
ShamanHealer, damageTotems and elemental spells
WarlockDamageSummons demons and drains foes’ vitality
WarriorTank, damageArmed front-line fighter

Roles: Blizzard’s WoW Classic starting guide, matched for all nine classes by the Forever class deep dives. Descriptions summarize Blizzard’s Forever class introduction of September 22, 2026.

Forever has nine classes, per Blizzard’s class and race article.

They are Druid, Hunter, Mage, Paladin, Priest, Rogue, Shaman, Warlock and Warrior.

The roles here first followed Blizzard’s official WoW Classic starting guide.

The same roles appear for all nine classes in Blizzard’s Forever class deep dives.

The articles came out on September 30, October 7 and October 15, 2026.

Four classes deal damage only: Hunter, Mage, Rogue and Warlock.

Warriors can tank or deal damage.

Priests and Shamans can heal or deal damage.

Druids and Paladins can do all three.

The biggest change from Classic is who can play what.

The Classic guide lists Paladins as Alliance-only and Shamans as Horde-only.

In Forever, Undead Paladins and Dwarf Shamans put both classes on both sides.

Horde Skyborne can be Shamans too.

Each class should keep its own strengths and weaknesses, Blizzard says.

Paladins, for example, still have no interrupt.

They can’t slow targets the way some classes can.

And they taunt through Seal and Judgment rather than a single button.

A few group tools that matter for your class changed in Blizzard’s October 15 beta notes.

Warrior Battle Shout and Hunter Trueshot Aura are now raid-wide.

Druid Moonkin Aura and Leader of the Pack became raid-wide in those notes too.

Since Blizzard’s November 2 notes, both raise all types of critical strike again.

The two are mutually exclusive again, so they don’t stack.

Those notes say nothing new about their raid-wide reach.

Four Shaman totems are now raid-wide.

They are Grace of Air, Strength of Earth, Windfury and Flametongue.

Resistance auras changed too, per Blizzard’s Paladin article of October 15.

Fire, Frost and Shadow Resistance Aura now affect all raid members within 30 yards.

Paladin Salvation, Mass Salvation and Revoke are removed in Blizzard’s November 2 notes.

Those spells had replaced Blessing of Salvation and its Greater version in October.

Blessing of Light is gone too, so don’t pick a Paladin for any of these spells.

Druid Bear Form and Dire Bear Form threat bonus rises from 50% to 115%.

That compensates for Blessing of Salvation being removed, Blizzard says.

Warrior Defensive Stance threat bonus rises from 30% to 80%.

Paladin Righteous Fury now adds 33% to all threat, plus 90% threat from Holy damage.

Paladins can train it at level 10 (was 16).

Hunter Auto Shot and wands now need 0.5 seconds of standing still before shooting.

That matches early World of Warcraft.

A new setting lets Hunters switch automatically between auto attack and Auto Shot.

A U.S. Blizzard forum thread on the Auto Shot change drew 22 replies and 593 views.

That is from the data we collected on October 17, 2026.

What Blizzard’s class deep dives say about each class

Five Class Deep Dive articles from Blizzard are now out.

Together they cover all nine Forever classes.

Hunter and Druid, and Priest and Warrior, came out on September 30, 2026 (U.S. date).

Mage and Shaman, and Rogue and Warlock, followed on October 7, 2026 (U.S. date).

The Paladin article, the last of the series, followed on October 15, 2026 (U.S. date).

Each one closes with a short verdict on the class’s role, strengths and weaknesses.

Here they are in brief.

Each class has its own link in the list at the end of this section, in the same order.

An r/classicwow thread asking players for their Forever main had 828 comments.

That count is from our data of October 11, 2026.

ClassStrength Blizzard namesWeakness Blizzard names
HunterLongest range; pet can tank solo or in small groupsNo stun or interrupt; no ranged attacks within 8 yards
DruidAny role with the right gear and talentsNo snare, silence or interrupt
PriestMost versatile healer; absorb shieldsCloth armor, few escapes
WarriorSustained damage on several melee targetsHard to recover from heavy damage
MageStrongest, most varied ranged area damageExtremely fragile in melee
ShamanTotems; one of the sturdiest classesNo effective crowd control
RogueStealth, Poisons, top single-target melee potentialNone named in the article
WarlockCompetes with any caster on damage, three stylesPhysically weak; relies on demon pets
PaladinStrongest single-target healer; strong against Undead and DemonsLimited range; no interrupt or slow

Summarized from the closing verdict for each class in Blizzard’s five Class Deep Dive articles.

Hunter: a damage-only class with the longest range in the game.

Its pet can tank solo or in small groups.

Trade-offs: no ranged attacks within 8 yards of a target.

Hunters also have no stun or interrupt.

Druid: with the right gear and talents, a Druid can fill any role: tank, healer or damage.

The price is utility: no snares, silences or interrupts.

Druids also have weaker crowd control and a more limited healing kit than Priests.

Official Forever beta screenshot of the Druid talent window with the Balance, Feral Combat and Restoration trees.
Druid talent window: Balance, Feral Combat and Restoration (official screenshot, before the November 2 notes)Image: © Blizzard Entertainment · Source

Priest: still the most versatile healer.

Priests use heals over time, direct heals and damage-absorbing shields.

Priests are fragile in cloth and have few escapes.

Shadow deals strong damage over time, with less utility than a Warlock.

Warrior: still the masters of melee, welcome as a tank or damage dealer.

No other melee class has their sustained damage on several melee targets.

Their weak spot is recovering after taking too much damage.

Mage: one of the strongest damage classes, with Polymorph.

Their ranged area damage is stronger and more varied than any other class’s.

Mages are extremely fragile in melee.

They answer that through the school they specialise in: Arcane, Fire or Frost.

Shaman: masters of totems who deal melee or spell damage, or heal.

Mail armor and a shield make them one of the sturdiest classes.

They lack effective crowd control and need allies to cover that gap.

Official Forever beta screenshot of the Shaman talent window with the Elemental Combat, Enhancement and Restoration trees.
Shaman talent window: Elemental Combat, Enhancement and Restoration (official screenshot, before the November 2 notes)Image: © Blizzard Entertainment · Source

Rogue: masters of Stealth and the only class with Poisons.

They have the highest potential single-target melee damage, Blizzard says.

Assassination favours daggers.

Combat favours hard direct hits with a little cleave.

Subtlety favours combat tricks and Bleeds.

Warlock: still physically weak and reliant on demon pets for protection.

Warlocks now compete on damage with any other spellcaster, Blizzard says.

They do it through Affliction, Demonology or Destruction.

November 2 notes: pets gain 2 Health per point of the Warlock’s Stamina (was 7.5).

Paladin: Paladins can be highly effective tanks, Blizzard says.

They can also be competitive damage dealers and the strongest single-target healers.

And they are very strong against Undead and Demons.

The trade-offs: limited range, no interrupt and no way to slow enemies.

These articles came out before the November 2 notes, and some of what they list is gone.

Removed: Druid Berserk, Priest Binding Heal, Shaman Lava Burst and Rogue Thousand Cuts.

Also Paladin Salvation, Mass Salvation, Voice of Truth and Twist of Light.

Druid Berserk is a separate ability from Troll Berserking, the racial, which stays.

The strengths and weaknesses above remain Blizzard’s article wording, not a new verdict.

No spec should feel unplayable or useless: a related goal from Blizzard’s Clay Stone.

That holds even if not every spec is the best pick for every fight.

He said it in an Inven Global interview published on October 8, 2026.

That is a statement of intent from an interview, not a patch note or a measured result.

Hybrid or pure class: Blizzard’s stated damage balance

The damage targets come from Blizzard’s designers in WoW: Forever Podcast episode 2.

The episode went up on the official World of Warcraft YouTube channel on October 1, 2026.

We paraphrase YouTube’s automatic English captions; the times given are approximate.

Every class except Hunter, Mage, Rogue and Warlock counts as a hybrid (about 22:30).

Warriors are included because they can strap on a shield, use Defensive Stance and tank.

GroupClassesStated design target
Pure damage classesHunter, Mage, Rogue, WarlockNo hybrid cost; Rogues meant to lead PvE single-target damage
Hybrid classesDruid, Paladin, Priest, Shaman, Warrior
  • Damage specs about 5% lower
  • Missing some tools pure classes have
  • No strong healing in damage specs

Source: Blizzard’s designers on WoW: Forever Podcast episode 2 (automatic captions). Design targets, not measured results.

For hybrid damage specs, the designers put the target at about 5% less damage (22:20).

They called it a small price for being able to fill more than one combat role.

They rejected the old hybrid tax: lower damage, traded for unique buffs (about 20:21).

Looking back at 2004–2008, they said hybrid damage was raised later and the buffs stayed.

The goal now is competitive damage, healing and tanking for everyone (about 21:00).

Hybrids instead lack some of the tools and buffs that pure classes have.

Rogues are meant to deal the highest single-target damage in PvE (about 45:15).

The designers tied that to fights where the group can stand still and hit one boss.

Each class then had a damage budget to keep boss fights near 2004–2005 length (19:30).

A buff in one place meant a cut somewhere else, for every class.

Hybrid damage specs are also deliberately not given strong healing (about 17:58).

The reason given: groups should still need a healer and other players.

All of this is stated design intent, not damage measured on the beta or at launch.

Then the November 2 notes moved away from that budget.

Holding classes to Classic power budgets meant every new element cost something else.

Class damage went up across the game instead, and so did high-level creature health.

Perfect numerical equality is not the aim of class design, the notes say.

Every class should feel valuable to its group, through what makes that class different.

Bugs and serious outliers aside, Blizzard plans no big tuning until raids open next month.

New raids unlock on December 9, per Blizzard’s What’s Next recap.

With enough data from players past level 30, Blizzard expects a large tuning pass.

All this is merely a starting point for Forever’s classes, in Blizzard’s words.

These notes don’t mention hybrids or the 5% figure, so read it as the October 1 target.

A player thread on Blizzard’s U.S. forums is titled “Warriors Are Not a Hybrid Class”.

It had 228 replies and 2,222 views in the data we collected on October 4, 2026.

Another U.S. forum thread, asking what hybrid players want, had 236 replies.

It had 1,828 views in the data we collected on November 4, 2026.

Our reading: a gap of about 5% is small, so choose the role you want to play first.

Which races can play each class

There are 56 race and class combinations in Blizzard’s Forever tables.

That is 28 for the Horde and 28 for the Alliance, with Skyborne counted once on each side.

Six pairings are new for existing races.

Alliance: Gnome Priest, Human Hunter and Dwarf Shaman.

Horde: Orc Mage, Troll Warlock and Undead Paladin.

More are planned for future updates, Blizzard says.

Horde raceClasses
OrcHunter, Mage, Rogue, Shaman, Warlock, WarriorNew: Mage
TaurenDruid, Hunter, Shaman, Warrior
TrollHunter, Mage, Priest, Rogue, Shaman, Warlock, WarriorNew: Warlock
UndeadMage, Paladin, Priest, Rogue, Warlock, WarriorNew: Paladin
Skyborne (Windshaper)Druid, Hunter, Rogue, Shaman, WarriorNew race
Alliance raceClasses
DwarfHunter, Paladin, Priest, Rogue, Shaman, WarriorNew: Shaman
GnomeMage, Priest, Rogue, Warlock, WarriorNew: Priest
HumanHunter, Mage, Paladin, Priest, Rogue, Warlock, WarriorNew: Hunter
Night ElfDruid, Hunter, Priest, Rogue, Warrior
Skyborne (High Order)Druid, Hunter, Mage, Rogue, WarriorNew race

Blizzard’s Horde and Alliance tables, September 22, 2026.

Official screenshot of three Horde characters from the new race and class combinations announcement.
New Horde combinations from the official announcement (official screenshot)Image: © Blizzard Entertainment · Source

Warrior is the only class every race can play.

Paladin is the narrowest: only Undead, Dwarves and Humans can take it.

That makes Undead the Horde’s only Paladin race.

Druid follows with Tauren, Night Elves and Skyborne of either faction.

If you already know your class, read down its column.

Our filter table does that in one step and marks the new pairings.

Will more races be added? Blizzard’s October 11 answer

Not from later WoW expansions, at least for now.

“We have no plans to add races from WoW’s expansions at this time,” the WoW: Forever team told TechRadar Gaming in an interview published on October 11, 2026.

TechRadar reads that as no Vulpera, Goblins or Haranir.

The team’s main focus is the foundational Warcraft lore, starting with the real-time strategy games.

Places follow the same line: if areas from later expansions ever appear, the team plans Forever versions of them and is “fairly committed at this time” to that approach.

This is an interview statement, not a patch note or a roadmap, and “at this time” leaves room for change.

It covers only races from WoW’s expansions; new races of Forever’s own were not addressed.

Waiting for an expansion race? Plan around the races in the tables above, Skyborne included: those are the ones Blizzard has shown for Forever.

Race and class pairings are a separate matter: Blizzard plans more of them in future updates.

Racial traits: two active, two passive

Every race in Forever has two active and two passive racial abilities.

Racial identity comes first, so some races do slightly better in certain combat roles.

Weapon specializations are gone.

Blizzard has published no ranking of races by class or role.

Current values follow, with earlier ones in brackets.

Orcs get Command back: Warlock and Hunter pets deal 5% more damage.

A November 6 hotfix stopped some Warlock pet abilities benefiting too much from it.

Savage (1% critical strike chance) is gone; Blood Fury’s cooldown is 2 minutes (was 3).

Shatter Curse dispels Curses and Banes instead of granting immunity (October 15 notes).

Its Magic damage reduction is 5% (was 15%).

Tauren Endurance is now 5% Health and nothing more, with no hit or critical modifiers.

Plainsrunning gives 2% movement speed per stack (was 1%), up to 60% in total (was 30%).

It no longer raises mounted speed, and since October 15 you must keep moving to hold it.

Carrying a battleground flag cancels its stacks and blocks new ones (November 5 hotfix).

The same hotfix closed stacking in a battleground’s preparation phase.

War Stomp’s cooldown is 90 seconds (was 2 minutes), Cultivation’s 15 minutes (was 60).

Cultivating a herb has a level requirement: the Herbalism skill to pick it, divided by 5.

Above 300 skill, herbs can be Cultivated at level 60.

By our calculation, a herb that needs 150 skill can be grown from level 30.

Troll Berserking lasts 15 seconds (was 10).

Regeneration’s health regeneration bonuses are 20% (was 10%).

Undead Will of the Forsaken removes Charm, Fear and Sleep but no longer grants immunity.

Cannibalize restores 35% Health and Mana over time.

Touch of the Grave, a new passive, sometimes drains health with your attacks.

Its internal cooldown is 15 seconds (was 25), and it no longer breaks crowd control.

Only spells and abilities with a damage component trigger it.

Distract, pickpocketing and Polymorph no longer do.

Shadow Word: Pain triggers it on cast, but not on its periodic damage.

Casters have a 30% chance to trigger it; Paladins, Rogues and Warriors have 20%.

Those figures are from October 15 and list the trait as Touch of the Dead.

A November 2 fix addressed it not activating often enough; the chances aren’t restated.

Wind Blessed gives both Skyborne groups 2% Haste (was 3%).

Walk on Air’s cooldown is 90 seconds (was 2 minutes).

Read Ley Line raises Mana and Health regeneration by 50% (was 100%) for 15 seconds.

You can’t use it while Innervate is active; Innervate replaces it as the stronger effect.

Cast at a Ley Line, it grants “Attuned” for 1 hour, which raises the bonus to 100%.

Skysight adds 15% movement speed (was 10%) for 15 seconds.

Cast at an elemental convergence, it grants “Charged” for 1 hour, raising it to 30%.

Attuned and Charged persist through death but end when you enter a raid.

Both spells can be cast while moving.

Dwarf Stoneform still removes Bleeds, Poisons and Diseases and grants immunity to them.

Instead of raising Armor, it now reduces Physical damage taken.

That makes it useful to more classes, Blizzard says.

Find Treasure can find extra items in most chests.

Artisan’s Precision adds 1% hit chance with spells and attacks.

It replaces Earth Fury, which gave 2% increased critical damage and healing.

Gnome Expansive Mind still adds 5% maximum Mana, Rage or Energy.

Eureka! is an 8-second buff with no charges and now works with Power Word: Shield.

Human Ruthless gives 1% crit chance (was 2%), and The Human Spirit 10% Spirit (was 5%).

Night Elf Quickness now stacks with other speed increases.

Shadowmeld no longer gives Druids Ravage and Pounce, a bug fixed on November 6.

Similar offensive power with signature utility kept was the September 22 goal.

The October 26 final pass put racial identity first instead.

Some generic racials that had replaced role- or class-focused ones are being rolled back.

The exception is the axe, sword and mace specializations removed on October 15.

They stay removed so future raid and dungeon loot isn’t judged by “required” weapon types.

Some remaining passives were retuned so they don’t limit player preferences.

Eureka! has changed twice.

It began on September 22 with reduced cost and 10% more damage or healing.

That applied to the next 3 spells or abilities.

On September 24 every class got a 10% discount on Mana, Rage or Energy abilities instead.

The October 15 notes kept its effect on damage and ability costs in the 8-second buff.

September 24 narrowed Touch of the Grave and added Cultivation’s herb level rule.

October 15 made Touch of the Grave’s effect more consistent.

That day also set War Stomp, Walk on Air, Regeneration and the Cultivation cooldown.

Quickness stacking, Find Treasure’s extra items and casting on the move came with it too.

Other earlier values date from the October 26 notes.

The Blood Fury, Berserking and Touch of the Grave lines were added on October 27.

The lists below follow Blizzard’s announcement of September 22, 2026.

They include the development notes of September 24, October 15 and October 26.

The beta closed on October 23, before the October 26 changes were posted.

The November 2 notes repeat the October 26 racial list with the same values.

Values they don’t list stand as last published, so check those tooltips in game.

The November 5 and 6 hotfixes touched only Plainsrunning, Command and Shadowmeld.

Horde raceActivePassive
Orc
  • Blood Fury: short Attack Power and Spell Power boost, 2-minute cooldown
  • Shatter Curse: dispels Curses and Banes, less Magic damage
  • Command: Warlock and Hunter pet damage (Savage removed)
  • Hardiness: shorter stuns
Tauren
  • War Stomp: stuns nearby enemies
  • Cultivation: grow herbs anyone can gather; level requirement per herb
  • Plainsrunning: faster the longer you move, not while mounted
  • Endurance: Health only
Troll
  • Berserking: faster casting and attacks for 15 seconds
  • Rapid Regeneration: regenerate Health
  • Beast Slaying: damage to Beasts
  • Regeneration: some Health regen in combat
Undead
  • Will of the Forsaken: removes Charm, Fear, Sleep
  • Cannibalize: Health and Mana from corpses
  • Underwater Breathing
  • Touch of the Grave: damaging attacks sometimes drain health
Skyborne (Windshaper)
  • Walk on Air: glide downward
  • Skysight: movement speed, more while Charged, castable while moving
  • Wind Blessed: Haste
  • Elemental Insight: damage to Elementals
Alliance raceActivePassive
Dwarf
  • Stoneform: Bleed, Poison, Disease immunity, less Physical damage
  • Find Treasure: track chests, extra items
  • Artisan’s Precision: hit chance with spells and attacks (Earth Fury removed)
  • Big Game Hunter: damage to Beasts
Gnome
  • Escape Artist: brief Root and Snare immunity
  • Eureka!: 8-second buff, abilities cost 10% less
  • Expansive Mind: more Mana, Rage or Energy
  • Engineering Specialization
Human
  • Will to Survive: removes Stuns
  • Perception: detect stealthed enemies
  • Ruthless: critical strike chance (replaced Sword Specialization)
  • The Human Spirit: more Spirit
Night Elf
  • Elune’s Light: critical chance boost
  • Shadowmeld: stealth while still
  • Quickness: Dodge and run speed
  • Wisp Spirit: faster while dead
Skyborne (High Order)
  • Walk on Air: glide downward
  • Read Ley Line: Health and Mana regen, more while Attuned, castable while moving
  • Wind Blessed: Haste
  • Elemental Insight: damage to Elementals

Ability names and effects from Blizzard’s race and class article of September 22, 2026, with the development notes of September 24, October 15 and October 26; key values are in the text above and the next section.

Matching a race to your class

If you care aboutLook at
Critical strike or hit chanceHuman (1% crit); Dwarf (1% hit)
Warlock or Hunter petsOrc
Mana and resourcesUndead, Gnome, High Order Skyborne
Stuns and crowd controlHuman, Orc, Gnome, Undead
Beasts or ElementalsDwarf, Troll / both Skyborne groups
Moving aroundTauren, Night Elf, Skyborne

Some races will be slightly more effective in certain combat roles, but Blizzard’s notes don’t say which.

Blizzard has published no ranking of races for Forever.

Compare races by when their utility applies: the resource you spend, the effects you want to shrug off, the enemies you fight, your pet and how you get around.

Weapon type still doesn’t matter: since the October 15 beta build, no Orc, Human or Dwarf passive needs one.

Human Ruthless adds 1% critical strike chance with any weapon.

Dwarf Artisan’s Precision adds 1% hit chance with spells and attacks.

Orc Command adds 5% pet damage for Warlocks and Hunters.

Tauren Endurance now only adds 5% Health.

Cannibalize now restores Mana as well as Health; Blizzard names Mages, Warlocks, Paladins and Priests as the classes that gain from it.

Gnome Expansive Mind works with whichever of Mana, Rage or Energy your class uses.

Since the September 24 beta build, Gnome Eureka! cuts the cost of those abilities by 10%.

High Order Read Ley Line raises Health and Mana regeneration by 50% for 15 seconds, or 100% while Attuned.

Against control effects, Human Will to Survive removes Stuns.

Orc Hardiness shortens Stuns by 20%.

Gnome Escape Artist gives brief immunity to Roots and Snares.

Will of the Forsaken removes Charm, Fear and Sleep.

Against Beasts, Dwarf Big Game Hunter and Troll Beast Slaying add 5% damage.

Both Skyborne groups add 5% damage to Elementals.

For getting around, Windshaper Skysight adds 15% movement speed for 15 seconds, or 30% while Charged.

Night Elf Quickness adds 2%, and now stacks with other speed increases.

Tauren Plainsrunning builds up to 60% while you keep moving, but not while mounted.

Use racials as tie-breakers after faction, role and class.

Let the character you want to look at from level 1 to 60 decide the rest.

Skyborne in brief

Skyborne choose a faction at character creation.

Horde-aligned Windshapers can become Shamans, and Alliance-aligned High Order Skyborne can become Mages.

Both can play Warrior, Hunter, Rogue and Druid, with druid forms made for the race.

Both groups share Walk on Air, Wind Blessed and Elemental Insight; only the second active differs.

Windshapers get Skysight: 15% movement speed, or 30% while Charged.

The High Order gets Read Ley Line: 50% more Health and Mana regen, or 100% while Attuned.

Skyborne and the Zephras Isle starting experience for levels 1–12 require the Skyborne Heroic Pack or a higher edition.

The other eight races come with a subscription or game time.

Bundle prices by region are in our pricing guide.

Name reservation has ended: past dates and a final checklist

Early Name Reservation is over.

It ended on November 3, 2026 in North America and Europe, and on November 4, 2026 in Korea.

It came with any upgrade purchase and let you create and customize up to three characters before launch.

Names were reserved first come, first served.

The table keeps the dates as a record, with start times from Blizzard’s name reservation notice of October 20.

RegionEarly Name ReservationOpens
North AmericaOct 27 – Nov 3, 2026Oct 27, 1:00 p.m. PDT
EuropeOct 27 – Nov 3, 2026Oct 27, 18:00 CET
KoreaOct 28 – Nov 4, 2026Oct 28, 07:00 KST

Past dates. Blizzard’s name reservation notice of October 20, 2026, checked again 2026-11-08.

Names have two parts, and the full name must be unique within your region.

Pick the name together with the race.

Before you create your character, run through the five checks below.

CheckDone when
① Faction and rulesetSame side and ruleset as your group
② RoleTank, healer or damage decided
③ ClassAvailable to a race you like
④ RaceRacials fit your resource or enemies
⑤ Skyborne onlyHeroic Pack or higher purchased