WoW News

World of Warcraft: Forever Deep Dive Liveblog

With day two of BlizzCon 2026, we're liveblogging the World of Warcraft: Forever Deep Dive panel, giving us a better look at what is in store for the next evolution of WoW!

Associate Production Director Clay Stone is here to introduce us to the first of four WoW: Forever panels today. This particular panel is a deep dive into the additions, changes, updates, and philosophy of WoW: Forever's massive scope. New Features, camping system, trade systems, realm infrastructure, combat, items, classes, and more. For those who are able to watch, please follow along live on Twitch or Youtube.

Professions and Camping

Senior Game Designer Josh Greenfield, aka Aggrend, has arrived to talk to us more about the fine details on how systems like camping will work.

Running into other players out in the world in the current games may lead you to a resource node or quest mob, but Forever takes it to another level with the camping system: your cooking fire is now a campfire, and placing it creates a camp site. Players resting there can then gain perks, like vendors, trade skill benefits

A basic campfire allows up to three basic objects to be placed, one per person, for unique benefits. blacksmiths can plac e a sharpening wheel which increases strength, and tailors can place a banner, etc. The first objects are learned at 20 skill points, while more will be learned over time.

These objects add more depth and purpose, while also making meeting other players more beneficial for everyone.

There are over 600 new recipes across all the professions in Forever, along with a whole lot more existing overhauls. You should be excited to level your professions as you go!

Fishing and cooking have also gotten an update to serve alongside camping, and almost all crafted food will give some form of a stat boost.

Transmog

Moving onto transmog, it's an important tool for expressing your character, but the developers recognize the system isn't for everyone and some players like seeing real gear progression. Thus, players can choose to opt in/out of the system in a few ways.

When you log into the game for the first time, you'll be met with a mode selector, but you can also talk to an NPC in game to change the setting as desired. The goal is to allow players to individually choose to play as if transmog does/not exist.

Any bind on pickup drop in dungeons will grant its appearance to all eligible looters when it drops, so no more fighting over rolling just for mogs! This won't apply to raids though, since most groups tend to have their own gear organization.

Unlike retail, you will need to transmog same armor types - plate to plate, cloth to cloth. Low level players won't be able to transmog high level gear either, since they want gear progression to still matter. Mogging PvP gear will still require their respective ranks.

This is just an overview of the system and the developers will share more info leading up to launch.

Legacy System

Lead Software Engineer Anna Resendez is here to talk about server infrastructure, the legacy system, and playing with our friends.

The legacy system is intended to emphasize the journey over the destination, giving players new challenges to complete, earning points to unlock rewards that benefit their character's journey.

Earn points by completing challenges like leveling specific classes or professions. There are a lot of these, and they are pretty natural, so you won't be doing something silly to earn points.

Points can be spent in three trees: adventurer, professions, and resourcefulness, gaining perks like increased rested experience or increased materials from gathering professions. You may even be able to remove the reagent cost of your group buffs!

The points are earned across your account, but spent individually on each character, so your Warrior doesn't need to waste a point in removing reagent costs!

To start, the number of points you can spend is capped to keep things fair for everyone, but the total number of points earned will still unlock cosmetic and collectable pets, mounts, transmog, and toys.

Over time, the existing trees and completely new ones will be added to expand the system further.

Servers

Forever players won't need to worry about rolling on the right server, spending time building a character on one server and then being unable to play with others. You won't select a realm anymore... WoW forever is going realmless!

In Classic, players naturally gravitated towards the same few very large realms at the expense of smaller ones.

In Forever, players will pick between four different rulesets: Normal, PvP, Roleplay, or Hardcore. This will dictate who you play with, and soft confirms that the retail War Mode will not be in Forever. It also sounds like Hardcore may not be available immediately on launch.

If your hardcore character dies, you will be able to transfer it to another ruleset, just not keep it on hardcore. You will only be able to group for dungeons and raids with players of your own ruleset, while Hardcore is completely exclusive with itself. Unlike retail factions are still separate, so Horde and Alliance will not be able to group with one another on any version.

As part of the server updates, characters will have two names. Since there are no traditional servers though, those names will be unique per region, so you'll have more competition for the perfect name!

Without traditional servers across each region, players will be able to set language and faction preferences, which the game will lean toward grouping/phasing you with out in the world, that way you are more likely to see players you want to play with.

Classes, Combat, and Itemization

Principal Game Designer Kris Zierhut is here to talk about the combat philosophy, changes to items and races, and a deep dive look at all of the Paladin changes!

The team wants to retain the classic feel of combat: slower, simple, distinct, and tactical. Crowd control and threat should matter! You probably won't be pulling whole dungeons all at once.

Forever also strives to "unsolve" the Classic game with a wide range of itemization updates. This should give players many more choices to gear their characters.

Melee/ranged/spell hit and crit stats are no longer separated.

Weapon skill was a little too easy to get and a little too strong in Classic. It's a little harder to get now. Expertise has also been added.

Bonus healing also now increases damage, so healer damage doesn't fall behind. It will also be available as low as level 10.

Trinkets are much more specialized now, like a bag full of tricks to pull from to handle different situations.

More items will also work in specific areas or against certain mob types.

All boss drop tables have been updated, and dungeon drops are all at least rare quality now. There are also new and updated quest rewards, so the end of long epic questlines don't award casters with two-handed swords.

World drop epics have been updated and expanded. They should be particularly exciting and useful now.

Racial Ability Updates

Racial abilities give players a reason to roll another character and see the game through new eyes, so they have all been updated

There are more new class/race combos, including Gnome Priest, Human Hunter, Orc Mage, Troll Warlock, and Undead Paladin.

Each race now has two active, two passive abilities, and an equal mix of unique utility throughput and survivability.

Stoneform is mostly unchanged, but reduces physical damage instead of increasing armor. Find Treasure can now be active at the same time as other resource tracking abilities.

Dwarf mace specialization will now grant increased critical strike chance instead of weapon skill, making it a little more universal.

Will of the Forsaken was a little strong and has been nerfed. Cannibalize now gives mana back, and Touch of the Grave is a new racial granting a passive chance to drain enemy health on hit!

Talent Tree Updates

Talent trees still look pretty similar, but have been updated. Many talents are the same, but others have been improved. Better buffs like Improved Battle Shout are now baseline, making room for new stuff. The goal is that every class and spec is not equal, but a viable group option.

This is reflected best with Paladin: the baseline class has been updated, readding Holy Strike as a basic attack at level 6. Judgement no longer consumes seals, and a new Seal of Fury is a new tanking seal which will deal damage (irrespective of weapon speed), grants a small absorption shield, and Judging with it will taunt the target! Unique to Paladins, this will have a 10 yard range, while other taunts are only 5.

Consecration has seen a few changes, dealing light damage to every target within, but much heavier damage to the first four within it. This should keep Paladins from being too good at pulling the whole room.

Starting with Holy talents, they'll be able to reduce Holy Strike's cooldown, gain immunity to silence and interrupts, gain mana regeneration while casting to make Spirit a more viable stat. Divine Favor has been moved up to make room for bigger and better things, such as Infusion of Light. Holy Shock is now easier to reach and has a reduced cooldown, Consecrated Ground plays into the "shockadin" style, while Light's Vigil allows Holy Paladins to spread their healing from one target to several.

Moving onto Protection, Improved Seal of Fury and Shield Specialization helps their mana economy, while Swift Judgement resets the cooldown on judgement just in case it misses. Templar's Bulkwark triggers Forbearance in exchange for a strong absorption shield. Reckoning has been improved, while Iron Creed is a new talent allowing Holy Strike to passively reduce incoming damage.

Finally Retribution Paladins have made Vindication worthwhile, working just like Demoralizing Shout/Roar. Sacred Arbiter causes judgements to continually refresh, while Champion of the Light gives more reason to gear for intellect. Instrument of Law allows Hammer of Wrath to become instant, while Twist of Light causes swapping Seals to echo the previous one, allowing the benefits of two at once! Some players don't like seal-twisting though, so the new talent placements allow Ret Paladins to skip this talent for Holy Shock in the Holy tree instead, allowing for a more direct-damaging Shockadin style instead!

There's a lot more to see in the demo, and the beta coming soon!

BlizzCon 2026 Day 2

Warcraft: Forever

Paladins Can Tank and Taunt in Forever

Transfer to other Modes after Hardcore

No Traditional Realms in WoW: Forever

Dungeon Drops Award Appearances to Whole Group

Over 600 New Recipes

WoW: Forever Deep Dive

The World Soul Saga

Crafting Coziness Liveblog

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