Back to ClassMage
You know Classic. This is what's different now, and nothing else.
Talents40 of 54 new or different
6 new talentsFull text in Talent by talent
31 changed talentsFull text in Talent by talent
Arcane 12
Fire 10
3 talents moved, same effectFull text in Talent by talent
Arcane 1
Frost 2
1 talent goneFull text in Talent by talent
Arcane 1
Spellbook31 of 60 new or different
Beta build 1.60.1.70009, Sep 24, 2026 · spellbook checked in game
Six minutes. Every chapter has a section below.
1 of 8
Spells and talents


Three new buttons for everyone: Frostfire Bolt from the trainer at 40, and Ice Lance and Arcane Blast as one-point talents at 20. Plus four new talents. Tap any of them to read it.
The new buttons
New talents
Also new in the spellbook

Frostfire Bolt is Fire and Frost at once. It's checked against whichever resist is lower, and it slows 40%.
Forever
370 Mana35 yd range3 sec cast
Launches a bolt of frostfire at the enemy, causing 270 to 314 Frostfire damage, slowing movement speed by 40% and causing an additional 57 Frostfire damage over 9 sec. This spell will be checked against the lower of the target's Frost and Fire resists and counts as both Frost and Fire damage.
Only three talents mention it by name: Improved Fireball, Hot Streak and Missile Barrage. Whether talents for only Fire or only Frost spells count it is untested.

Ice Lance and Arcane Blast are one point each at 20, and the trainer sells the higher ranks. Tap a rank.

Your buffs got kinder. Arcane Intellect lasts an hour, was 30 minutes. Arcane Brilliance reaches the whole raid, not just your party. Teleport: Dalaran is new. And Detect Magic is gone.
Classic Increases the target's Intellect by 31 for 30 min.
Forever Increases the target's Intellect by 31 for 1 hour.
Classic Infuses the target's party with brilliance, increasing their Intellect by 31 for 1 hour.
Forever Infuses the target's party and raid with brilliance, increasing their Intellect by 31 for 1 hour.
Teleports the caster to Dalaran.
2 of 8
Classic against Forever


Every tree has a talent or two more than it did in Classic. Arcane went from 16 talents to 18, Fire from 16 to 17 and Frost from 17 to 19, so 54 in all where Classic had 49.
Arcane+2
Classic16Forever18
Fire+1
Classic16Forever17
Frost+2
Classic17Forever19

The two hit talents work differently now. Arcane Focus and Elemental Precision give 1% hit a point. In Classic a point took 2% off your chance to be resisted.
Elemental Precision stopped at 3 points in Classic. It runs to 5 now.
3 of 8
How Frost plays now


Frost leans even harder on Frozen now. Shatter still gives you 50% crit, it just takes three points instead of five, and you don't need Improved Frost Nova first anymore.
Classic
Increases the critical strike chance of all your spells against frozen targets by 10%.
Forever
Increases the critical strike chance of all your spells against Frozen targets by 17%.
Classic made you take Improved Frost Nova first. Not anymore.

Fingers of Frost gets you Frozen without a Nova. Your chills have a 15% chance to proc it, and your next spell treats the target as Frozen. At rank 2 it's your next two. It works at range, so you're not stuck waiting on Frost Nova.
you
targetDoes Ice Lance get its Frozen bonus off a Fingers of Frost proc? The tooltips say yes. Nobody has tested it in game yet.

Kiting's a little harder, though. Cone of Cold slows 40% for six seconds instead of 50 for eight, and Improved Blizzard slows less too.

Winter's Chill only helps Frostbolt and Ice Lance now, and it stacks once a point. Five points still gets you five.

Ice Block moved up a row, so you get it sooner. Cold Snap dropped two rows, and Ice Barrier hangs off it now.
4 of 8
How Fire plays now


Fire's new piece is Hot Streak. A crit from Fireball, Frostfire Bolt, Fire Blast or Scorch gives you a stack for 20 seconds, and each stack takes a quarter off Pyroblast's cast. Up to three. Quicker, not instant.
you
targetThe cast bars are to scale: Pyroblast's 6 sec cast at top rank, the same as Classic.

Remember one Mage keeping Scorch up for the whole raid? That job's gone. Improved Scorch only boosts your own Fire damage now.

Combustion runs four crits instead of three. And you can only have one Flamestrike down at a time.
Forever
Calls down a pillar of fire, burning all enemies within the area for 381 to 465 Fire damage and an additional 332 Fire damage over 8 sec. Only one Flamestrike can be active per Mage at a time.
The one new sentence. The numbers match Classic's, give or take a few points of burn.

Incinerate is Incineration now. It's up in row one with a third rank, and it counts Ice Lance and Arcane Blast too. Improved Fire Blast sits beside it as Wake of Fire.
5 of 8
How Arcane plays now


Arcane gets a loop of its own, built on Arcane Blast. Each Blast makes your other spells hit 10% harder and the next Blast cost 175% more, up to four stacks. So you build a few and cash them in with another spell.
you
targetWhether the stacks add or multiply, and whether "all your other spells" means every one of them, nobody has tested in game yet.

Missile Barrage gives each Blast a 40% chance to make your next Arcane Missiles free and half as long. Fireball, Frostbolt and Frostfire Bolt get half that.

Arcane Mind gave max mana. Now it gives Intellect, plus the same crit damage bonus Ice Shards gives Frost.

Arcane Meditation keeps up to half your regen going while you cast. It used to top out at 15%. Mage Armor on its own went from 30% to 50%.

Magic Attunement is the only talent that's gone. Dampen and Amplify Magic are 50% stronger on their own now, which is what its two points gave. Arcane Geometry takes its spot and adds range to your Arcane spells. Arcane Meditation hangs off Arcane Concentration now.
6 of 8
Spell power and base damage


Your old spells still cost the same and cast just as fast. How hard they hit is what changed.
Classic
410 Mana35 yd range3.5 sec cast
Hurls a fiery ball that causes 596 to 760 Fire damage and an additional 76 Fire damage over 8 sec.
Forever
410 Mana35 yd range3.5 sec cast
Hurls a fiery ball that causes 425 to 541 Fire damage and an additional 60 Fire damage over 8 sec.
Cost, range, cast time and cooldown are Classic's on every rank Classic had. Only the damage line moved.

Your early ranks take a much bigger share of spell power. About 3.5 times on Fireball's first rank. From level 20 up it's mostly the same share.

Most spells start from lower base damage now. Fire's single target spells took the biggest cut, about 30 to 35% on most ranks. Frostbolt lost about a quarter at the ranks you level with, and 11% at the top.
7 of 8
6 races, two of them new to Mage

Six races can be a Mage now. Two of them are new to the class: Orc and High Order Skyborne.
Tap a face to find its card, or tap a racial to read it.
8 of 8
The trees and builds people plan

4,105 full builds planned here, 13 to 17 Sep 2026.
Tap a tree for its most planned build, or a build to see its trees.
Every build, with how they are counted, in the Mage calculator.
Mage is first. The rest land as each one is checked against the beta. All of them in one place.
The exact lines, when you want them.

Classic beside Forever, the words that changed marked.
Increases your damage with Wands by 13%.
Classic Reduces the chance that the opponent can resist your Arcane spells by 2%.
Forever Improves your chance to hit with Arcane spells by 1%.
Classic Gives you a 20% chance to avoid interruption caused by damage while channeling Arcane Missiles.
Forever Gives you a 20% chance to avoid interruption caused by damage while channeling Arcane Missiles and a 14% chance while casting Arcane Blast.
Classic Reduces your target's resistance to all your spells by 5 and reduces the threat caused by your Arcane spells by 20%.
Forever Reduces your target's resistance to all your spells by 8 and reduces the threat caused by your Arcane spells by 15%.
Classic Increases all resistances by 2 and causes all spells you fully resist to restore 1% of your total mana. 1 sec. cooldown.
Forever Increases all your resistances by 5 and causes all spells you fully resist to restore 1% of your total mana. Cannot trigger more often than 1 time per sec.
Classic Increases your armor by an amount equal to 50% of your Intellect.
Forever Increases your Armor by an amount equal to 25% of your Intellect.
Forever Increases the range of your Arcane spells by 3 yards.
Classic Increases the critical strike chance of your Arcane Explosion spell by an additional 2%.
Forever Increases the critical strike chance of your Arcane spells by 2%.
Forever Blasts the target with energy, dealing 57 to 65 Arcane damage. Each time you cast Arcane Blast, the damage of all your other spells is increased by 10% and the mana cost of Arcane Blast is increased by 175%. Effect stacks up to 4 times and lasts 8 sec or until any other damage spell is cast.
Classic Decreases the mana lost per point of damage taken when Mana Shield is active by 10%.
Forever Decreases the Mana lost per point of damage taken when your Mana Shield spell is active by 17% and increases the resistances granted by your Mage Armor spell by 25%.
Classic Gives your Counterspell a 50% chance to silence the target for 4 sec.
Forever Your Counterspell also Silences the target for 2 sec.
Classic Allows 5% of your Mana regeneration to continue while casting.
Forever Allows 17% of your Mana regeneration to continue while casting.
Forever Gives your Arcane Blast spell a 40% chance, and your Fireball, Frostbolt, and Frostfire Bolt spells a 20% chance to reduce the channeled duration of your next Arcane Missiles spell by 50%, reduce the Mana cost by 100%, and missiles fire every 0.5 sec.
Classic Increases your maximum Mana by 2%.
Forever Increases your Intellect by 2% and increases the critical strike damage bonus of your Arcane spells by 20%.
Classic Increases your spell damage and critical strike chance by 1%.
Forever Increases the damage done by your spells by 1% and your critical strike chance by 1%.
Classic When activated, your spells deal 30% more damage while costing 30% more mana to cast. This effect lasts 15 sec.
Forever For the next 15 sec, your spells deal 30% more damage while costing 30% more mana to cast.
Gives you a 2% chance of entering a Clearcasting state after any damage spell hits a target. The Clearcasting state reduces the mana cost of your next damage spell by 100%.
When activated, your next Mage spell with a casting time less than 10 sec becomes an instant cast spell.
Increases the effect of your Amplify Magic and Dampen Magic spells by 25%.
Classic Reduces the cooldown of your Fire Blast spell by 0.5 sec.
Forever Reduces the cooldown of your Fire Blast spell by 1 sec. Killing a non-trivial target increases the critical strike chance of your next Fire Blast cast within 30 sec by 25%.
Build 70009, Sep 24, 2026: 20 sec to 30 secClassic Increases the critical strike chance of your Fire Blast and Scorch spells by 2%.
Forever Increases the critical strike chance of your Fire Blast, Ice Lance, Arcane Blast, and Scorch spells by 2%.
Classic Reduces the casting time of your Fireball spell by 0.1 sec.
Forever Reduces the casting time of your Fireball and Frostfire Bolt spells by 0.1 sec.
Classic Gives your Fire spells a 2% chance to stun the target for 2 sec.
Forever Gives your Fire spells a 3% chance to stun the target for 2 sec.
Classic Gives your Fire spells a 35% chance to not lose casting time when you take damage and reduces the threat caused by your Fire spells by 15%.
Forever Gives your Fire spells a 23% chance to not lose casting time when you take damage and reduces the threat caused by your Fire spells by 10%.
Classic Hurls an immense fiery boulder that causes 148 to 195 Fire damage and an additional 56 Fire damage over 12 sec.
Forever Hurls an immense fiery boulder that causes 101 to 131 Fire damage and an additional 44 Fire damage over 12 sec.
Classic Your Scorch spells have a 33% chance to cause your target to be vulnerable to Fire damage. This vulnerability increases the Fire damage dealt to your target by 3% and lasts 30 sec. Stacks up to 5 times.
Forever Your Scorch spell has a 33% chance to cause your target to be vulnerable to Fire damage. This vulnerability increases all Fire damage you deal to your target by 3% and lasts 30 sec, stacking up to 5 times.
Forever Your non-periodic critical strikes with Fireball, Frostfire Bolt, Fire Blast, and Scorch grant Hot Streak for 20 sec. Hot Streak reduces the cast time of Pyroblast by 25%, stacking up to 3 times.
Build 70009, Sep 24, 2026: 15 sec to 20 secClassic Your Fire and Frost spell criticals will refund 10% of their base mana cost.
Forever Your Fire and Frost critical strikes will refund 10% of their base mana cost.
Classic A wave of flame radiates outward from the caster, damaging all enemies caught within the blast for 160 to 192 Fire damage, and dazing them for 6 sec.
Forever A wave of flame radiates outward from the caster, damaging all enemies caught within the blast for 154 to 184 Fire damage, and Dazing them for 50% reduced movement speed for 6 sec.
Classic When activated, this spell causes each of your Fire damage spell hits to increase your critical strike chance with Fire damage spells by 10%. This effect lasts until you have caused 3 critical strikes with Fire spells.
Forever When activated, this spell causes each of your Fire damage spell hits to increase your critical strike chance with Fire damage spells by 10%. This effect lasts until you have caused 4 non-periodic critical strikes with Fire spells.
Your critical strikes from Fire damage spells cause the target to burn for an additional 8% of your spell's damage over 4 sec.
Increases the range of your Fire spells by 3 yards.
Increases the critical strike chance of your Flamestrike spell by 5%.
Causes your Fire Ward to have a 10% chance to reflect Fire spells while active.
Increases the critical strike chance of your Fire spells by 2%.
Increases the damage done by your Fire spells by 2%.
Classic Increases the armor and resistances given by your Frost Armor and Ice Armor spells by 15%. In addition, gives your Frost Ward a 10% chance to reflect Frost spells and effects while active.
Forever Increases the Armor and resistance given by your Frost Armor and Ice Armor spells by 15%. In addition, gives your Frost Ward a 10% chance to reflect Frost spells and effects while active.
Classic Reduces the chance that the opponent can resist your Frost and Fire spells by 2%.
Forever Improves your chance to hit with Frost and Fire spells by 1%.
Classic Increases the duration of your Chill effects by 1 sec and reduces the target's speed by an additional 4%.
Forever Increases the duration of your Chill effects by 11% and reduces the target's speed by an additional 3%.
Reduces the mana cost of your Frost spells by 5% and reduces the threat caused by your Frost spells by 10%.
Forever Deals 28 to 32 Frost damage to an enemy target. Deals 300% increased damage to Frozen targets.
Classic Adds a chill effect to your Blizzard spell. This effect lowers the target's movement speed by 30%. Lasts 1.50 sec.
Forever Adds a Chill effect to your Blizzard spell. This effect lowers the target's movement speed by 15% for 1.5 sec.
You become encased in a block of ice, protecting you from all physical attacks and spells for 10 sec, but during that time you cannot attack, move, or cast spells.
Classic Increases the critical strike chance of all your spells against frozen targets by 10%.
Forever Increases the critical strike chance of all your spells against Frozen targets by 17%.
Classic Increases the damage dealt by your Cone of Cold spell by 15%.
Forever Increases the damage dealt by your Cone of Cold spell by 12%.
Classic When activated, this spell finishes the cooldown on all of your Frost spells.
Forever Finishes the remaining cooldown on all your other Frost spells.
Forever Gives your Chill effects a 15% chance to grant you the Fingers of Frost effect, which treats your next 1 spell cast as if the target were Frozen. Lasts 15 sec.
Classic Gives your Frost damage spells a 20% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.
Forever Gives your Frost damage spells a 20% chance to apply the Winter's Chill effect, which increases the chance your Ice Lance and Frostbolt spells will critically hit the target by 2% for 15 sec. Stacks up to 1 times.
Classic Instantly shields you, absorbing 455 damage. Lasts 1 min. While the shield holds, spells will not be interrupted.
Forever Instantly shields you, absorbing 447 damage. Lasts 1 min. While the shield holds, your spellcasts will not be interrupted or delayed from taking damage.
Reduces the casting time of your Frostbolt spell by 0.1 sec.
Increases the critical strike damage bonus of your Frost spells by 20%.
Reduces the cooldown of your Frost Nova spell by 2 sec.
Gives your Chill effects a 5% chance to Freeze the target for 5 sec.
Increases the damage done by your Frost spells by 2%.
Increases the range of your Frostbolt and Blizzard spells and the radius of your Frost Nova and Cone of Cold spells by 10%.
5 new, 10 reworked, 16 with new numbers, 29 the same. Every line from the beta client's tooltips.
Decipher an untranslated scroll.
Blasts the target with energy, dealing 57 to 65 Arcane damage. Each time you cast Arcane Blast, the damage of all your other spells is increased by 10% and the mana cost of Arcane Blast is increased by 175%. Effect stacks up to 4 times and lasts 8 sec or until any other damage spell is cast.
Deals 28 to 32 Frost damage to an enemy target. Deals 300% increased damage to Frozen targets.
Launches a bolt of frostfire at the enemy, causing 102 to 118 Frostfire damage, slowing movement speed by 40% and causing an additional 27 Frostfire damage over 9 sec. This spell will be checked against the lower of the target's Frost and Fire resists and counts as both Frost and Fire damage.
Teleports the caster to Dalaran.
Classic Increases the target's Intellect by 2 for 30 min.
Forever Increases the target's Intellect by 2 for 1 hour.
Classic Calls down a pillar of fire, burning all enemies within the area for 55 to 71 Fire damage and an additional 48 Fire damage over 8 sec.
Forever Calls down a pillar of fire, burning all enemies within the area for 55 to 71 Fire damage and an additional 44 Fire damage over 8 sec. Only one Flamestrike can be active per Mage at a time.
Classic Removes 1 Curse from a friendly target.
Forever Removes 1 Curse or Bane from a friendly target.
Classic Teleports the caster 20 yards forward, unless something is in the way. Also frees the caster from stuns and bonds.
Forever Teleports the caster 20 yards forward, unless something is in the way. Also frees the caster from Stuns and Immobilizes.
Classic A wave of flame radiates outward from the caster, damaging all enemies caught within the blast for 160 to 192 Fire damage, and dazing them for 6 sec.
Forever A wave of flame radiates outward from the caster, damaging all enemies caught within the blast for 154 to 184 Fire damage, and Dazing them for 50% reduced movement speed for 6 sec.
Classic When activated, this spell finishes the cooldown on all of your Frost spells.
Forever Finishes the remaining cooldown on all your other Frost spells.
Classic When activated, your spells deal 30% more damage while costing 30% more mana to cast. This effect lasts 15 sec.
Forever For the next 15 sec, your spells deal 30% more damage while costing 30% more mana to cast.
Classic When activated, this spell causes each of your Fire damage spell hits to increase your critical strike chance with Fire damage spells by 10%. This effect lasts until you have caused 3 critical strikes with Fire spells.
Forever When activated, this spell causes each of your Fire damage spell hits to increase your critical strike chance with Fire damage spells by 10%. This effect lasts until you have caused 4 non-periodic critical strikes with Fire spells.
Classic Instantly shields you, absorbing 454 damage. Lasts 1 min. While the shield holds, spells will not be interrupted.
Forever Instantly shields you, absorbing 447 damage. Lasts 1 min. While the shield holds, your spellcasts will not be interrupted or delayed from taking damage.
Classic Infuses the target's party with brilliance, increasing their Intellect by 31 for 1 hour.
Forever Infuses the target's party and raid with brilliance, increasing their Intellect by 31 for 1 hour.
Every rank whose spell power share changed. Type your spell power and the last two columns turn into damage added per cast.
| Spell | Rank | Classic | Forever | Classic adds | Forever adds |
|---|---|---|---|---|---|
| 1 | 12.3% (direct) | 42.9% (direct) | |||
| 2 | 27.1% (direct) | 57.1% (direct) | |||
| 3 | 50% (direct) | 71.4% (direct) | |||
| 4 | 79.3% (direct) | 85.7% (direct) | |||
| 1 | 16.3% (direct) | 40.7% (direct) | |||
| 2 | 26.9% (direct) | 48.9% (direct) | |||
| 3 | 46.3% (direct) | 59.7% (direct) | |||
| 1 | 20.4% (direct) | 42.9% (direct) | |||
| 2 | 33.2% (direct) | 42.9% (direct) | |||
| 1 | 13.2% (per tick) | 28.6% (per tick) | |||
| 2 | 20.4% (per tick) | 28.6% (per tick) | |||
| 3 | 24% (per tick) | 28.6% (per tick) | |||
| 4 | 24% (per tick) | 28.6% (per tick) | |||
| 5 | 24% (per tick) | 28.6% (per tick) | |||
| 6 | 24% (per tick) | 28.6% (per tick) | |||
| 7 | 24% (per tick) | 28.6% (per tick) | |||
| 8 | 24% (per tick) | 28.6% (per tick) | |||
| 1 | 1.8% (direct) | 2.9% (direct) | |||
| 1 | 11.1% (direct) | 14.3% (direct) | |||
| 1 | 13.4% (direct), 1.7% (per tick) | 15.7% (direct), 3.2% (per tick) | |||
| 2 | 15.7% (direct), 2% (per tick) | 15.7% (direct), 3.2% (per tick) | |||
| 3 | 15.7% (direct), 2% (per tick) | 15.7% (direct), 3.2% (per tick) | |||
| 4 | 15.7% (direct), 2% (per tick) | 15.7% (direct), 3.2% (per tick) | |||
| 5 | 15.7% (direct), 2% (per tick) | 15.7% (direct), 3.2% (per tick) | |||
| 6 | 15.7% (direct), 2% (per tick) | 15.7% (direct), 3.2% (per tick) |
Ranks not listed keep their Classic coefficient. Direct means per cast; per tick means each tick of the effect.
Hurls a fiery ball that causes 16 to 24 Fire damage and an additional 2 Fire damage over 4 sec.
Launches a bolt of frost at the enemy, causing 20 to 22 Frost damage and slowing movement speed by 40% for 5 sec.
Conjures 20 muffins, providing the mage and his allies with something to eat. Conjured items disappear if logged out for more than 15 minutes.
Blasts the enemy for 27 to 35 Fire damage.
Launches Arcane Missiles at the enemy, causing 25 Arcane damage each second for 3 sec.
Blasts enemies near the caster for 21 to 23 Frost damage and freezes them in place for up to 8 sec. Damage caused may interrupt the effect.
Classic Dampens magic used against the targeted party member, decreasing damage taken from spells by up to 10 and healing spells by up to 20. Lasts 10 min.
Forever Dampens magic used against the targeted party member, decreasing damage taken from spells by up to 15 and healing spells by up to 30. Lasts 10 min.
Classic Causes an explosion of arcane magic around the caster, causing 34 to 38 Arcane damage to all targets within 10 yards.
Forever Causes an explosion of arcane magic around the caster, causing 32 to 36 Arcane damage to all targets within 10 yards.
Classic Amplifies magic used against the targeted party member, increasing damage taken from spells by up to 15 and healing spells by up to 30. Lasts 10 min.
Forever Amplifies magic used against the targeted party member, increasing damage taken from spells by up to 23 and healing spells by up to 45. Lasts 10 min.
Classic Ice shards pelt the target area doing 200 Frost damage over 8 sec.
Forever Ice shards pelt the target area doing 192 Frost damage over 8 sec.
Classic Absorbs 165 Fire damage. Lasts 30 sec.
Forever Absorbs 162 Fire damage. Lasts 30 sec.
Classic Hurls an immense fiery boulder that causes 148 to 194 Fire damage and an additional 56 Fire damage over 12 sec.
Forever Hurls an immense fiery boulder that causes 101 to 131 Fire damage and an additional 44 Fire damage over 12 sec.
Classic Absorbs 165 Frost damage. Lasts 30 sec.
Forever Absorbs 162 Frost damage. Lasts 30 sec.
Classic Scorch the enemy for 56 to 68 Fire damage.
Forever Scorch the enemy for 38 to 46 Fire damage.
Classic Targets in a cone in front of the caster take 102 to 112 Frost damage and are slowed by 50% for 8 sec.
Forever Targets in a cone in front of the caster take 96 to 106 Frost damage and are slowed by 40% for 6 sec.
Classic Increases your resistance to all magic by 5 and allows 30% of your mana regeneration to continue while casting. Only one type of Armor spell can be active on the Mage at any time. Lasts 30 min.
Forever Increases your resistance to all magic by 5 and allows 50% of your mana regeneration to continue while casting. Only one type of Armor spell can be active on the Mage at any time. Lasts 30 min.
Increases Armor by 30. If an enemy strikes the caster, they may have their movement slowed by 30% and the time between their attacks increased by 25% for 5 sec. Only one type of Armor spell can be active on the Mage at any time. Lasts 30 min.
Conjures 20 bottles of water, providing the mage and his allies with something to drink. Conjured items disappear if logged out for more than 15 minutes.
Transforms the enemy into a sheep, forcing it to wander around for up to 20 sec. While wandering, the sheep cannot attack or cast spells but will regenerate very quickly. Any damage will transform the target back into its normal form. Only one target can be polymorphed at a time. Only works on Beasts, Humanoids and Critters.
Slows falling speed for 30 sec.
While channeling this spell, your mana regeneration is active and increased by 1,500%. Lasts 8 sec.
Absorbs 120 physical damage, draining mana instead. Drains 2 mana per damage absorbed. Lasts 1 min.
Teleports the caster to Ironforge.
Teleports the caster to Orgrimmar.
Teleports the caster to Stormwind.
Teleports the caster to Undercity.
Counters the enemy's spellcast, preventing any spell from that school of magic from being cast for 10 sec. Generates a high amount of threat.
You become encased in a block of ice, protecting you from all physical attacks and spells for 10 sec, but during that time you cannot attack, move, or cast spells.
Conjures a mana agate that can be used to instantly restore 375 to 425 mana. Conjured items disappear if logged out for more than 15 minutes.
Increases Armor by 290 and frost resistance by 6. If an enemy strikes the caster, they may have their movement slowed by 30% and the time between their attacks increased by 25% for 5 sec. Only one type of Armor spell can be active on the Mage at any time. Lasts 30 min.
When activated, your next Mage spell with a casting time less than 10 sec becomes an instant cast spell.
Still an Arcane talent in Forever. It comes with the talent point.
Teleports the caster to Darnassus.
Teleports the caster to Thunder Bluff.
Conjures a mana jade that can be used to instantly restore 550 to 650 mana. Conjured items disappear if logged out for more than 15 minutes.
Creates a portal, teleporting group members that use it to Ironforge.
Creates a portal, teleporting group members that use it to Orgrimmar.
Creates a portal, teleporting group members that use it to Stormwind.
Creates a portal, teleporting group members that use it to Undercity.
Conjures a mana citrine that can be used to instantly restore 775 to 925 mana. Conjured items disappear if logged out for more than 15 minutes.
Creates a portal, teleporting group members that use it to Darnassus.
Creates a portal, teleporting group members that use it to Thunder Bluff.
Conjures a mana ruby that can be used to instantly restore 1,000 to 1,200 mana. Conjured items disappear if logged out for more than 15 minutes.
You are proficient in the use of the following armor types: Cloth.
Gives a chance to dodge enemy melee attacks.
Attack with an equipped wand.
Newest first.
Your non-periodic critical strikes with Fireball, Frostfire Bolt, Fire Blast, and Scorch grant Hot Streak for 15 sec. Hot Streak reduces the cast time of Pyroblast by 25%, stacking up to 3 times.
Your non-periodic critical strikes with Fireball, Frostfire Bolt, Fire Blast, and Scorch grant Hot Streak for 20 sec. Hot Streak reduces the cast time of Pyroblast by 25%, stacking up to 3 times.
Reduces the cooldown of your Fire Blast spell by 1 sec. Killing a non-trivial target increases the critical strike chance of your next Fire Blast cast within 20 sec by 25%.
Reduces the cooldown of your Fire Blast spell by 1 sec. Killing a non-trivial target increases the critical strike chance of your next Fire Blast cast within 30 sec by 25%.
Instant, 2 min cooldown. Your next 3 damaging abilities cost less (50% less Mana, 40% less Rage, 20% less Energy; 15% less Mana for healers, who also heal 10% more) and deal 10% more damage.
Instant, 2 min cooldown. Your next 3 damaging abilities cost 10% less (Mana, Rage or Energy) and deal 10% more damage. For healers, your next 3 damaging or healing abilities cost 10% less Mana and do 10% more.
Your spells and attacks have a chance (10% for casters, 5% for melee) to drain Health from the target, up to 5% of your maximum Health. 1 sec internal cooldown.
Your spells and attacks with a damage part have a chance (10% for casters, 5% for melee) to drain Health from the target, up to 5% of your maximum Health. 1 sec internal cooldown. Does not break crowd control.
Your class abilities no longer require reagents purchaseable from vendors, and your Tier 1 camping features cost no reagents to craft.
Your class abilities no longer require reagents purchaseable from vendors.
No change to Mage data.
No change to Mage data.
No change to Mage data.
Blasts the target with energy, dealing 95 to 104 Arcane damage. Each time you cast Arcane Blast, the damage of all your other spells is increased by 10% and the mana cost of Arcane Blast is increased by 175%. Effect stacks up to 4 times and lasts 8 sec or until any other damage spell is cast.
Blasts the target with energy, dealing 57 to 65 Arcane damage. Each time you cast Arcane Blast, the damage of all your other spells is increased by 10% and the mana cost of Arcane Blast is increased by 175%. Effect stacks up to 4 times and lasts 8 sec or until any other damage spell is cast.
Increases your chance to hit with your Arcane spells by 1%.
Improves your chance to hit with Arcane spells by 1%.
Increases the damage done by all your spells by 1% and your critical strike chance with all attacks by 1%.
Increases the damage done by your spells by 1% and your critical strike chance by 1%.
Gives your Arcane Blast spell a 40% chance, and your Fireball, Frostbolt, and Frostfire Bolt spells a 20% chance to reduce the channeled duration of your next Arcane Missiles spell by 50%, reduce the Mana cost by 100%, and missiles will fire every 0.5 sec.
Gives your Arcane Blast spell a 40% chance, and your Fireball, Frostbolt, and Frostfire Bolt spells a 20% chance to reduce the channeled duration of your next Arcane Missiles spell by 50%, reduce the Mana cost by 100%, and missiles fire every 0.5 sec.
A wave of flame radiates outward from the caster, damaging all enemies caught within the blast for 160 to 191 Fire damage, and Dazing them for 50% reduced movement speed for 6 sec.
A wave of flame radiates outward from the caster, damaging all enemies caught within the blast for 154 to 184 Fire damage, and Dazing them for 50% reduced movement speed for 6 sec.
Your non-periodic critical strikes with Fireball, Frostfire Bolt, Fire Blast, and Scorch grant Hot Streak for 15 sec. Hot Streak reduces the cast time of Pyroblast by 25%, stacking up to 3 times.
Your non-periodic critical strikes with Fireball, Frostfire Bolt, Fire Blast, and Scorch grant Hot Streak for 20 sec. Hot Streak reduces the cast time of Pyroblast by 25%, stacking up to 3 times.
Hurls an immense fiery boulder that causes 155 to 185 Fire damage and an additional 76 Fire damage over 12 sec.
Hurls an immense fiery boulder that causes 101 to 131 Fire damage and an additional 44 Fire damage over 12 sec.
Reduces the cooldown of your Fire Blast spell by 1 sec. Killing a non-trivial target increases the critical strike chance of your next Fire Blast cast within 20 sec by 25%.
Reduces the cooldown of your Fire Blast spell by 1 sec. Killing a non-trivial target increases the critical strike chance of your next Fire Blast cast within 30 sec by 25%.
Increases your chance to hit with Frost and Fire spells by 1%.
Improves your chance to hit with Frost and Fire spells by 1%.
Instantly shields you, absorbing 431 damage. Lasts 1 min. While the shield holds, your spellcasts will not be interrupted or delayed from taking damage.
Instantly shields you, absorbing 447 damage. Lasts 1 min. While the shield holds, your spellcasts will not be interrupted or delayed from taking damage.
You become encased in a block of ice, protecting you from all physical attacks and spells for 10 sec, but during that time you cannot attack, move or cast spells.
You become encased in a block of ice, protecting you from all physical attacks and spells for 10 sec, but during that time you cannot attack, move, or cast spells.
Deals 28 to 33 Frost damage to an enemy target. Deals 300% increased damage to Frozen targets.
Deals 28 to 32 Frost damage to an enemy target. Deals 300% increased damage to Frozen targets.
More reliable engineering devices.
Your gnomish ingenuity reduces the rate of engineering devices failing or backfiring when you use them by 20%.
Instant, 2 min cooldown. Escape any movement impairing effect and gain immunity to them for 3 sec.
Instant, 2 min cooldown. Instantly escape the effects of any movement impairing effect and gain immunity to those effects for 3 sec.
Instant, 2 min cooldown. Your next 3 damaging or healing abilities cost 50% less Mana and do 10% more damage or healing. Read from the demo; a Warlock's tooltip only lists the damage half.
Instant, 2 min cooldown. Your next 3 damaging abilities cost 10% less (Mana, Rage or Energy) and deal 10% more damage. For healers, your next 3 damaging or healing abilities cost 10% less Mana and do 10% more.
+5% Mana, Rage and Energy.
Maximum Mana, Rage or Energy increased by 5%, whichever your class uses.
Passive. +2% critical strike chance with all spells and attacks, auto attacks included, while you have a sword or two-handed sword equipped. Read off Soda's Warrior tooltip.
Increases your critical strike chance with all spells and attacks by 2% while you have a sword or two-handed sword equipped.
+5% Spirit.
Spirit increased by 5%.
+1% critical strike chance with all spells and abilities while an axe or two-handed axe is equipped.
Increases your critical strike chance with all spells and abilities by 1% while you have an axe or a two-handed axe equipped.
Stun duration reduced by 20%.
Duration of Stun effects on you reduced by 20%.
Instant, 3 min cooldown. Removes and grants immunity to all Curses and Banes, and reduces all Magical damage taken by 15% for 8 sec.
Instant, 3 min cooldown. Instantly removes and grants immunity to all Curses and Banes, and reduces all Magical damage taken by 15% for 8 sec.
Passive. Damage to Elementals increased by 5%.
Damage dealt versus Elementals increased by 5%.
2 sec cast, 2 min cooldown. Tap a nearby ley line for +100% Health and Mana regeneration: 15 sec if no ley line is nearby, 15 min if one is found.
2 sec cast, 2 min cooldown. Attempt to tap into the power of a nearby ley line, increasing your Health and Mana regeneration by 100%. Lasts 15 sec if no ley line is nearby, and 15 min if one is found.
Passive. 1% increased melee, ranged, and spellcasting Haste.
Increases your spellcasting, melee, and ranged Haste by 1%.
+5% damage vs Beasts.
Damage dealt versus Beasts increased by 5%.
Channeled, 3 min cooldown. Regenerate 50% of your maximum Health over 6 sec; any movement, action or damage taken cancels it.
Channeled, 3 min cooldown. Regenerate 50% of your maximum Health over 6 sec. Any movement, action, or damage taken will cancel the effect.
10% of Health regen continues in combat.
Health regeneration rate increased by 10%. In addition, 10% of total Health regeneration will continue during combat.
5 yd, 2 min cooldown. Regenerates 7% of total Health and 7% of total Mana every 2 sec for 10 sec from a Humanoid or Undead corpse; moving, acting or taking damage cancels it. From the Deep Dive slide.
5 yd range, Instant, 2 min cooldown. When activated, regenerates 7% of total Health and 7% of total Mana every 2 sec for 10 sec. Only works on Humanoid or Undead corpses within 5 yds. Any movement, action, or damage taken while Cannibalizing will cancel the effect.
Your spells and attacks have a 5% chance to drain Health from the target, up to 5% of your maximum Health. From the Deep Dive slide.
Your spells and attacks with a damage part have a chance (10% for casters, 5% for melee) to drain Health from the target, up to 5% of your maximum Health. 1 sec internal cooldown. Does not break crowd control.
Breathe underwater 300% longer.
Underwater breath lasts 300% longer than normal.
Instant, 2 min cooldown. Removes all Charm, Fear and Sleep effects. (No longer an immunity.) From the BlizzCon Deep Dive slide.
Instant, 2 min cooldown. Instantly removes all Charm, Fear and Sleep effects.
Your class abilities no longer require reagents purchasable from vendors, and your Tier 1 camping features cost no reagents to craft.
Your class abilities no longer require reagents purchaseable from vendors.
Every class, every build: beta changes.