UndeadHorde
Priest spells
The Undead keep Touch of Weakness, which cuts melee attack power now, and get Dark Sacrifice, health traded for mana. Devouring Plague is every Priest's now.
Back to ClassPriest
You know Classic. This is what's different now, and nothing else.
Talents48 of 53 new or different
31 changed talentsFull text in Talent by talent
Discipline 11
Holy 9
4 talents moved, same effectFull text in Talent by talent
Spellbook42 of 60 new or different
Checked against beta build 1.60.1.70245, Oct 6, 2026 · Priest data from 1.60.1.70170, no Priest change since
Seven minutes. Every chapter has a section below.
1 of 8
Your buffs and your heals


Fortitude and Divine Spirit last an hour now. Power Word: Fortitude is about 30% stronger, and Divine Spirit isn't a talent anymore: every Priest gets it at 30.
Classic Power infuses the target, increasing their Stamina by 54 for 30 min.
Forever Power infuses the target, increasing their Stamina by 70 for 1 hour.
Classic Holy power infuses the target, increasing their Spirit by 40 for 30 min.
Forever Holy power infuses the target, increasing their Spirit by 40 for 1 hour.
Prayer of Fortitude, Prayer of Spirit and Prayer of Shadow Protection reach the whole raid now, where Classic's reached the target's party. Inner Fire and Shadow Protection still last 10 minutes.

Fear Ward was the Dwarves' and Devouring Plague the Undead's, and now every Priest gets both. The Plague comes back three times as often, but Fear Ward lasts 3 minutes on a cooldown just as long.
ClassicForeverthe top rank's own lines
Blizzard's notes of 1 Oct say Devouring Plague can crit now.

Every heal rank from level 20 up does less before gear than in Classic, and gear adds what it always has, so the gap stays. Your biggest Greater Heal lands about 6% under Classic's for the same mana.
Classic
710 Mana40 yd range3 sec cast
A slow casting spell that heals a single target for 1,966 to 2,194.
Forever
710 Mana40 yd range3 sec cast
A slow casting spell that heals a single target for 1,853 to 2,067.
Every heal costs the same mana and casts as fast as in Classic.

Nine spells are new. Penance, Binding Heal and Prayer of Mending come with talents, Shadow Word: Death comes at 32, and five are race spells, for Humans, Dwarves, Gnomes and the Undead. Tap any of them to read it.
The new buttons
Race spells
Levels are the files', and Shadow Word: Death at 32 waits past the beta's cap of 30. No Priest trainer has been read in the beta yet.

Thirteen talents are new, seven of them in Discipline. Past the three buttons above, here are the other ten. Tap one to read it.
New in Discipline
New in Holy
New in Shadow
2 of 8
Classic against Forever


Only five of the 53 talents sit in the same spot and say the same thing. Everything else is new, changed or moved, and seven are gone.
Discipline18 talents
Holy17 talents
Shadow18 talents
The five that held: Improved Renew, Holy Specialization, Spell Warding, Divine Fury and Holy Reach. The moved ones slid along their row and read the same.

Lightwell is gone from the bottom of Holy, and Prayer of Mending sits there now. Penance is in Discipline's row 5, and Power Infusion at the bottom now needs it.
Disciplinerow 7, the bottom
Holyrow 7, the bottom
Shadowrow 7, the bottom

A few talents come sooner. Vampiric Embrace moved up to row 4, the row you reach at 25, and Shadow Reach went from row 4 to row 2.
ClassicForeverthe level its row opens
A row opens at 5 points in the tree for each row above it, and your first point comes at 10, so these are the levels with every point in that tree. The Legacy perk Talented starts your points sooner. Vampiric Embrace's own spell still says level 30 in the files, and which gate wins isn't tested.

The beta stops at 30, so a Priest there has 21 points, enough for row 5 of one tree. Penance is in reach. Power Infusion, Prayer of Mending and Shadowform aren't yet.
With the Legacy perk Talented at 5 of 5 your points start at level 5, so you have 26 at 30, which opens row 6. Row 7 waits for a higher cap.

Seven talents are gone, Lightwell and Divine Spirit among them. For some of them the spell itself now has what the talent gave. Tap one to see what covers it now.
Gone from Discipline
Gone from Holy
Gone from Shadow
3 of 8
How Discipline plays now


If you learned Discipline in retail, nothing here turns damage into healing. Discipline shields first, then heals through Weakened Soul, and four talents make it a fine Smite caster on the side. Tap one to read it.
The loop
The Smite side
Nothing in these four turns damage into healing, and none of them touches the shield. The loop and the four chips read each talent's top rank.

Soul Warding takes the shield's 4 second cooldown away and makes it 15% cheaper, so you shield one friend after another. Classic made you wait between them. Shield the three.
Three coming up the sand. Everyone shielded first.
youThe three in the line
Warrioryour tank
![]()
![]()
Rogue
![]()
![]()
Mage
![]()
![]()
ClassicForeverwhen each shield lands, to scale
The cheaper cost is worked out: the rank's Mana less Soul Warding's 15%. Both lanes read the shield's own lines: rank 10 absorbs 928 for 500 Mana with a 4 sec cooldown, and the 1.5 sec between Forever's casts is the global cooldown. Weakened Soul sits on each of them for 15 sec either way.

The shield itself absorbs about what it did. At rank 10 it takes 928 where Classic's took 942, for the same 500 Mana. Walk the ranks.
Classic
500 Mana40 yd rangeInstant4 sec cooldown
Draws on the soul of the party member to shield them, absorbing 942 damage. Lasts 30 sec. While the shield holds, spellcasting will not be interrupted by damage. Once shielded, the target cannot be shielded again for 15 sec.
Forever
500 Mana40 yd rangeInstant4 sec cooldown
Draws on the soul of the party member to shield them, absorbing 928 damage. Lasts 30 sec. While the shield holds, spellcasting will not be interrupted by damage. Once shielded, the target cannot be shielded again for 15 sec.
Forever's files give the shield 10% of your spell power. Classic Era's files show none, and whatever Classic's server added isn't in a file, so the two can't be set side by side. The 15 sec of Weakened Soul and the 30 sec the shield lasts read the same at every rank.

Every shield still leaves Weakened Soul, so that person can't be shielded again for 15 seconds. You heal through it instead, and Renewed Hope at 5 of 5 cuts 5 seconds off it with each heal and gives those heals 10% more crit.
Shield the Warrior.
youWeakened Soul counts from the shield's cast, not from the blow that breaks it. Only a Human's Divine Grace clears it early. Its rows in the files are placeholders, so the numbers are the tooltip's and how it works is the server's. Flash Heal is its rank 7, the middle of its range, no gear.

Penance is new: three bolts over 2 seconds, every 12 seconds. On a friend they heal, on an enemy the same three bolts do Holy damage. Mana for mana it heals about twice what your Greater Heal does.
Penance, three bolts over 2 seconds.
you
enemyHealing per Mana is the middle of each heal's range divided by its cost, with no gear and no talents. The twin sets the rank you pick against the biggest Heal or Greater Heal rank the files put at or under its level. Row 5 opens at 20 points in Discipline, so at 30, the beta's cap, it takes all 21 of your points unless the Legacy perk Talented gives you more. Ranks 2 to 4 are at 40, 50 and 60 in the files. Rank 4's damage reads below rank 3's there, most likely a slip in the files.

Meditation keeps half your mana regen going while you cast with all 3 points, where Classic's kept 15%. And Divine Aegis, down in row 6, turns a crit heal into a shield worth 15% of it at 3 of 3, for 12 seconds.
Classic's three ranks were 5, 10 and 15%, Forever's are 17, 33 and 50%. How much regen that is depends on your Spirit, which the files don't settle, so the bars show the share.
15% of a 1,960 heal is a 294 shield for 12 sec
Greater Heal rank 5, the middle of its range, worked out from the tooltip's percentage, not tested. Its rows in the files are placeholders, so the numbers are the tooltip's. Row 6 needs the Legacy perk Talented at 30.

Soul Warding hangs off Improved Power Word: Shield and Renewed Hope off Soul Warding. Power Infusion at the bottom needs Penance now, not Mental Strength, and four talents are gone, Divine Spirit among them.
Not a talent anymore. Every Priest gets it at 30, as the files have it, and it lasts an hour where Classic's lasted 30 minutes. The Spirit it gives is the same.
Silent Resolve does this job another way now: it shortens Stun, Fear and Silence effects on you, up to 15% at 3 points, where this added up to 15% to resisting them.
Nothing took its place. Your damage talents each cover a school or a few spells now: Darkness for Shadow, Searing Light for Holy, Power in Light for Smite and Penance.
Power Word: Fortitude is about 30% stronger on its own at every rank (54 became 70 at the top), which is what two points here gave.
4 of 8
How Holy plays now


In Holy you heal what gets through, and you lead with Renew, which can crit now. It lost more than your other single-target heals: rank 10 heals 830 over 15 seconds where Classic's healed 970, about a seventh less.
The Rogue takes a hit. Renew.
youRogue![]()
healed
ClassicForever5 ticks, one every 3 seconds in the game
Classic
410 Mana40 yd rangeInstant
Heals the target of 970 damage over 15 sec.
Forever
410 Mana40 yd rangeInstant
Heals the target of 830 damage over 15 sec.
Renew can crit now, and Holy Specialization's crit counts for it.
Rank 1 is unchanged, rank 5 lost 35%, rank 10 14%. Pick a rank above. Of your single-target heals, Renew lost the most at the top rank: Heal rank 4 lost 13.7%, Flash Heal rank 7 6.7%, Greater Heal rank 5 5.8%, Lesser Heal rank 3 3.2% and the shield rank 10 1.5%. Prayer of Healing rank 5 lost more (39%), but it isn't single-target. Both read at 60 with no spell power; the ticks run faster here than the game's 3 seconds, and each is the total over 15 seconds split in five.

Prayer of Healing is cast on someone now, up to 40 yards away, and heals their party within 40 yards of them. Classic healed your own party within 30 yards of you. Each of them gets about 40% less at rank 5.
youCast on the Warrior, about 35 yards off: in Forever its 40 yard ring holds four of the four, each healed 649. Classic's 30 yards round you held two, each healed 1,070.
Classic
1,070 Mana3 sec cast
A powerful prayer heals party members within 30 yards for 1,041 to 1,099.
Forever
1,070 Mana40 yd range3 sec cast
A powerful prayer that heals the target and their party for 631 to 667. Party members must be within 40 yards of target.
The middle of each range at every rank, read at 60 with no spell power. You count too: you're in their party, so you take the heal when you're within 40 yards of the target. Where the four stand is this page's staging, the Warrior about 35 yards off, not a fact about the spell; Classic's tooltip had no target and no range line.

Binding Heal is new. One cast heals you and your target at once, 236 to 284 each at rank 1, in 1.5 seconds. It's one point in Holy's row 4, the row you reach at 25.

You![]()
healed
Warrior![]()
healed
Forever
380 Mana40 yd range1.5 sec cast
Heal yourself and a friendly target for 773 to 909. This causes low threat.
Holy row 4 · reached at 25 by points
Ranks 2 to 6 are at 32, 38, 44, 50 and 56 in the files. The middle of the range at each rank, read at 60 with no spell power. Whether it works inside Spirit of Redemption isn't tested.

Prayer of Mending is Holy's new capstone. It waits on someone until they're hit, heals them for 172 at rank 1 and jumps to someone within 20 yards, up to 5 times. Row 7 is out of reach at 30.
Prayer of Mending on the Warrior.
youForever
390 Mana40 yd rangeInstant10 sec cooldown
Places a spell on the target that heals them for 413 the next time they take damage or receive non-periodic healing. When the heal occurs, Prayer of Mending jumps to a party or raid member within 20 yds. Jumps up to 5 times and lasts 30 sec after each jump. This spell can only be placed on one target at a time per caster.
Row 7 opens at 30 points in Holy, past what the beta's level 30 gives. Whether it heals five times or six isn't settled by the files. Blizzard says each jump goes to someone in the healed player's own party first, so cast it on a player in another group and it stays with that group. Ranks 2 and 3 are at 50 and 60 in the files. The tooltip says five jumps, so the heal after the fifth is drawn hollow here. A hit stands for either thing the tooltip says sets it off: damage, or a heal that isn't over time. It needs Spirit of Redemption.

Your heals still cost what they used to and cast as fast, so the same mana buys less healing. Greater Heal rank 5 lands about 6% under Classic's, Flash Heal rank 7 about 7%, Heal rank 4 about 14%.
Classic
710 Mana40 yd range3 sec cast
A slow casting spell that heals a single target for 1,966 to 2,194.
Forever
710 Mana40 yd range3 sec cast
A slow casting spell that heals a single target for 1,853 to 2,067.
ClassicForeverthe top rank of each, the middle of its range
Every heal costs the same mana and casts as fast as in Classic. The ticks on the cards mark the lines that didn't move. Read at 60 with no spell power; your gear adds what it always did, so the gap stays.

Also in Holy: Litany of Light hands back up to 10% of a heal's base cost when you switch heals, Spirit of Redemption lasts 15 seconds (was 10), and Lightwell and Improved Prayer of Healing are gone. The tiles that matter are lit below.
Row 5, 2 ranks: switch heals and 5% or 10% of the new heal's base cost comes back.
15 seconds of free heals after you fall, where Classic gave 10. Row 5, in reach at 30.
8% armor at one point, 25% at 3, as before, but from any non-periodic critical heal now. Classic named Flash Heal, Heal, Greater Heal and Prayer of Healing.
Still 15% off at 3 points, and it covers Penance and Prayer of Mending now.
Gone, talent and well. Blizzard's 30 Sep Priest notes list Lightwell under removed talents, with no trainer line like Divine Spirit's. The game files still carry its three old ranks at 40, 50 and 60, which is why some sites list it as trained at 40; no trainer has been found selling it. Prayer of Mending holds the bottom of Holy now.
Nothing makes Prayer of Healing cheaper now. It's cast on someone and heals their party within 40 yards of them.
Still Holy's row 3 talent, still no threat, and it heals a little less. From rank 2 up the tooltip ends with Searing Light's line: without that talent nothing makes Holy Nova free.
5 of 8
How Shadow plays now


Your Holy damage took the cut. Smite and Holy Fire hit about half as hard from level 30 up: Smite rank 5, the rank you have at 30, reads 86 on the tooltip at 60 where Classic's read 168, and rank 8 lost 57%. Gear adds the same share as before, so nothing makes it back.
ClassicForeverthe middle of each range at 60, no spell power · the hatched tail is Holy Fire's burn
-57%Smite rank 8, learned at 54: 406 became 176, for the same 280 Mana and 2.5 sec cast.
From rank 4 up Smite keeps Classic's 71.4% share of your spell power and Holy Fire its 75% on the hit and 25% over the burn at every rank, so what gear adds is what it always added, and the gap stays. Smite's ranks 1 to 3 take a bigger share now, Classic's cut on ranks learned before 20 gone, and ranks 1 and 2 read the same as Classic's. Holy Fire's burn reads bigger at rank 5 than at rank 6 in the files, most likely a slip, so those two burns are the files' word only.

Shadowform is a different deal. Its damage boost is 10% now, not Classic's 15%, but in it your Shadow spells cost half the mana and your Shadow crits hit harder. And it blocks your heals, not your Holy spells. Toggle it.
What your top ranks cost
Classic
Assume a Shadowform, increasing your Shadow damage by 15% and reducing Physical damage done to you by 15%. However, you may not cast Holy spells while in this form.
Forever
Assume Shadowform, increasing your Shadow damage by 10%, reducing the Mana cost of all Shadow spells by 50%, increasing the critical strike damage bonus of your Shadow spells by 100%, and reducing Physical damage taken by you by 15%. However, you may not cast healing spells while in this form.
Castable in it now, by the files
Still blocked
No bit either way
By the files you can cast Smite, Holy Fire and Resurrection in it now, and every heal stays blocked. Untested, and out of reach at 30. By the rows the crit bonus covers Devouring Plague, Mana Burn, Mind Blast, Mind Flay, Shadow Word: Pain and Shadowguard, and not Shadow Word: Death. Half an odd cost is rounded here; which way the game rounds it isn't tested. Shadowform is one point in row 7, reached at 40, and it needs Vampiric Embrace.

You can't heal in the form, so Vampiric Embrace keeps your party standing: 20% of the Shadow damage you deal heals everyone in it, you included. It lasts 30 sec now on a 1 min cooldown, and it's up in row 4. Put it on the target, then Mind Blast.
you
targetYour party

You![]()
healed
Warrior![]()
healed
Rogue![]()
healed
Mage![]()
healed
Mind Blast rank 9, read at 58 with no spell power; each green number is 20% of the hit, rounded. It heals 'all party members', and you are in your party, so your own frame fills too. The form's +10% is the tooltip's and out of reach at 30. Vampiric Embrace is one point in row 4, reached at 25, was row 5.

Shadow Weaving is yours alone now. Classic's debuff made the target take 3% more Shadow damage a stack from anyone, Warlocks included, up to 15%. Forever's raises your Shadow damage 2% a stack to 10%, and 3 points make it a sure thing where Classic took 5.
Classic
Your Shadow damage spells have a 100% chance to cause your target to be vulnerable to Shadow damage. This vulnerability increases the Shadow damage dealt to your target by 3% and lasts 15 sec. Stacks up to 5 times.
Forever
Your Shadow damage spells have a 100% chance to increase the Shadow damage you deal by 2% for 15 sec, stacking up to 5 times.
Classic's debuff raised all the Shadow damage the target took, so a Warlock beside you gained from your stacks too. Forever's raises the Shadow damage you deal, and nobody else's. Blizzard's notes of 1 Oct: it can no longer fail to apply. Each landing rolls the rank's chance: Forever's third point makes it a sure thing, Classic's fifth did. Row 4, reached at 25, as before.

The Shadow spells themselves moved less. Mind Blast lost 5 to 12% by rank, Shadow Word: Pain takes 20% of your spell power a tick now, Mind Flay 16.7%, and Shadow Word: Death is new, at 32 in the files. Tap a card.
Top rank each side, read at 60 with no spell power. The files put Shadow Word: Death at 32, past the beta's cap, so nobody has cast it in the beta yet. Blizzard's notes of 1 Oct: Shadow Word: Death had been getting its crit whatever the target's health. Fixed. Devouring Plague is every Priest's now; chapter 1 has it. Tap a card for both texts.

Vampiric Embrace and Shadow Weaving share row 4 now, Shadow Focus and Shadow Reach came up the tree, and Improved Vampiric Embrace is gone. Shadowform still hangs off Vampiric Embrace at the bottom, past what the beta's level 30 reaches.
6 of 8
Base numbers and gear


Every rank from 20 up starts from less than Classic's, heals and damage both, with one exception: the Night Elf spell Starshards went up. Mind Blast's top rank, rank 9, lost about 6%, Flash Heal rank 7 about 7%, and Smite rank 8 more than half. Pick a spell, then tap a rank.

The cost and the cast didn't move on any heal. Your rank 7 Flash Heal still costs 380 Mana for a 1.5 sec cast, and heals about 841 where Classic's healed 901. Tap a spell for its two cards.
Classic
350 Mana30 yd range1.5 sec cast8 sec cooldown
Blasts the target for 508 to 536 Shadow damage, but causes a high amount of threat.
Forever
350 Mana30 yd range1.5 sec cast8 sec cooldown
Blasts the target for 477 to 503 Shadow damage, but causes a high amount of threat.
Classic
380 Mana40 yd range1.5 sec cast
Heals a friendly target for 828 to 974.
Forever
380 Mana40 yd range1.5 sec cast
Heals a friendly target for 773 to 909.
Classic
280 Mana30 yd range2.5 sec cast
Smite an enemy for 384 to 428 Holy damage.
Forever
280 Mana30 yd range2.5 sec cast
Smite an enemy for 166 to 186 Holy damage.
Classic
410 Mana40 yd rangeInstant
Heals the target of 970 damage over 15 sec.
Forever
410 Mana40 yd rangeInstant
Heals the target of 830 damage over 15 sec.
Every heal costs the same mana and casts as fast as in Classic, rank for rank. Only the amount moved. The ticks on the Forever card are the lines Classic's card has too. The beta stops at 30, where these top ranks are out of reach: there you have Mind Blast rank 4, Flash Heal rank 2, Smite rank 5 and Renew rank 4.

Gear can't close that gap: from 20 up your heals take the same share of spell power as in Classic, the shield aside. Three Shadow spells take more and pass Classic's top rank with gear, Shadow Word: Pain at 455 spell power, Devouring Plague at 189 and Mind Flay at 706.
ClassicForeverthe top rank's whole effect at that spell power
Arithmetic on the tooltips and the files' spell power shares, not a test in the game: the whole spell's base plus its share of your spell power, no talents, no crits. Power Word: Shield is left out: Forever's file gives it 10%, Classic Era's shows none, so there is nothing to set it against. At the top rank Smite keeps its 71.4% and Holy Fire its 75% on the hit and 5% a tick on the burn, as in Classic, so no spell power catches them up: Smite rank 8 stays about 57% behind and Holy Fire rank 8's hit about 48%.

Fade reads the same on its card and isn't. Rank 6 sheds about 4,100 threat where Classic's shed 820, five times as much, and rank 1 went from 85 to 305.
Classic and Forever, the same card
275 ManaInstant30 sec cooldown
Fade out, discouraging enemies from attacking you for 10 sec. More effective than Fade (rank 5).
ClassicForeverthreat shed, by rank, from the files
Tap a rank for both numbers.
The threat numbers are the files', not the card's, which reads the same in both games. Same 10 seconds, same mana, same cooldown at every rank.

One line is Blizzard's alone. Their notes of 1 Oct say ranks far below your level get less from your gear and set off your talents less often. The files don't show it, so take it as their word, not the data's.
Spells cast using spell ranks vastly below your current level receive less benefit from your Spell Damage and Spell Healing and have a reduced chance to activate your Class abilities and Talents. (examples: Frostbite and Omen of Clarity)
The files show no such cut: every heal rank from 20 up takes Classic's share of your spell power, the ranks before 20 take more, and no rank takes less. So this is Blizzard's word. If you healed on low ranks to save mana in Classic, count on it costing you gear here.
7 of 8
6 races, one of them new to Priest

Six races can be a Priest now. One of them is new to the class: Gnome.
Tap a face to find its card, or tap a racial to read it.
Priest spells
The Undead keep Touch of Weakness, which cuts melee attack power now, and get Dark Sacrifice, health traded for mana. Devouring Plague is every Priest's now.
Priest spells
Trolls keep Hex of Weakness and Shadowguard. Hex cuts melee attack power now instead of damage.
Priest spells
Starshards hits nearly twice as hard on the tooltip, with a 30 second cooldown it never had. Elune's Grace is one rank now and a different prayer: 50% less chance to be hit by melee and ranged attacks, for 15 seconds or until 3 of them miss.
Priest spells
Humans lost Desperate Prayer and got Divine Grace, the same heal but for someone else under half health, and it clears Weakened Soul. Feedback costs about 60% less.
Priest spells
Dwarves keep Desperate Prayer and get Chastise, a Holy strike that roots a humanoid for up to 2 seconds. Fear Ward is every Priest's now.
Priest spells
New to the class. Confounding Flash confuses up to 5 enemies close by, and Contingency Plan wards an ally and catches them when they drop under 35%.
8 of 8
The trees and builds people plan

31,895 full builds planned here, Sep 13 to Oct 7, 2026, updated daily.
Tap a tree for its most planned build, or a build to see its trees.
The first number counts builds with all 51 points. The split and the list count every build of 41 points or more, builds a few points apart count as one, and the order goes by how many people built, shared, saved or opened each one.
Every build, with how they are counted, in the Priest calculator.
The most popular Priest builds, by spec and the leveling order.
Priest is one of 4. The rest land as each one is checked against the beta. All of them in one place. Until then, what changed for Warriors, Paladins, Hunters, Rogues and Druids is written out from the data.
Yes. Fear Ward was the Dwarves' and Devouring Plague the Undead's, and now every Priest gets both. Fear Ward lasts 3 minutes on a 3 minute cooldown.
No. Blizzard's 30 Sep Priest notes list Lightwell under removed talents. The game files still carry its three old ranks at 40, 50 and 60, which is why some sites list it as trained at 40; no trainer has been found selling it. Prayer of Mending holds the bottom of Holy now.
No. Every Priest gets it at 30, and it lasts an hour.
No. Classic's debuff raised Shadow damage from anyone, Warlocks included, 3% a stack to 15%. Forever's raises only your own Shadow damage, 2% a stack to 10%.
Yes. Blizzard's notes of 1 Oct say Devouring Plague can crit now, and Shadowform's crit bonus covers it.
No. It is not in the beta client's Priest spellbook (build 1.60.1.70170; builds 70235 and 70245 changed no data tables).
Yes, before gear. Every heal rank from level 20 up starts from less than in Classic and takes Classic's share of spell power, so gear adds what it always has and the gap stays. The biggest Greater Heal lands about 6% under Classic's for the same 710 Mana.
The exact lines, when you want them.

Classic beside Forever, the words that changed marked.
Forever Your Smite and Penance spells deal 2% increased damage to targets afflicted with your Holy Fire.
Classic Increases your damage with Wands by 5%.
Forever Increases your damage with Wands by 13%.
Forever Increases the damage and healing of your instant cast spells by 1%.
In the game files it reaches Holy Nova, Renew, Shadow Word: Pain and Devouring Plague, and not Flash Heal, Power Word: Shield, Penance or Shadow Word: Death.
Classic Reduces the threat generated by your spells by 4%.
Forever Reduces the threat generated by your Holy spells by 10% and reduces the duration of Stun, Fear, and Silence effects inflicted on you by 5%.
Forever Improves your chance to hit with Holy spells by 6%.
Classic Increases the damage absorbed by your Power Word: Shield by 5%.
Forever Increases the damage absorbed by your Power Word: Shield by 7%.
Classic Gives you a 50% chance to gain the Focused Casting effect that lasts for 6 sec after being the victim of a melee or ranged critical strike. The Focused Casting effect prevents you from losing casting time when taking damage and increases resistance to Interrupt effects by 10%.
Forever Gives you a 50% chance to gain Focused Casting for 6 sec after being the victim of a melee or ranged critical strike. The Focused Casting effect prevents you from losing casting time when taking damage and increases your resistance to Interrupt effects by 20%.
Classic Reduces the mana cost of your instant cast spells by 2%.
Forever Reduces the mana cost of your Smite, Holy Fire, and instant cast spells by 3%.
Classic When activated, reduces the Mana cost of your next spell by 100% and increases its critical effect chance by 25% if it is capable of a critical effect.
Forever When activated, reduces the Mana cost of your next spell by 100% and increases its critical effect chance by 25% if it is a non-periodic spell and capable of a critical effect.
Build 70170, Oct 1, 2026: Rank 1 text changed.Blizzard's notes of 1 Oct: its crit bonus no longer works on periodic effects.
Classic Allows 5% of your Mana regeneration to continue while casting.
Forever Allows 17% of your Mana regeneration to continue while casting.
Shadow can take it too: 13 Discipline points (10 to open row 3, then 3) keep half your regen going while you cast, where Classic gave 15%. At 30 that leaves 8 for Shadow, short of Vampiric Embrace's row.
Classic Increases the Armor bonus of your Inner Fire spell by 10%.
Forever Increases the Armor bonus of your Inner Fire spell by 15% and increases its total charges by 4.
Classic Increases your maximum Mana by 2%.
Forever Increases your total Intellect by 3%.
Forever Reduces the cooldown on your Power Word: Shield spell by 4 sec and reduces its mana cost by 15%.
Classic Reduces the casting time of your Mana Burn spell by 0.25 secs.
Forever Reduces the casting time of your Mana Burn spell by 0.5 sec.
Forever Launches a volley of holy light at the target, causing 81 Holy damage to an enemy, or 184 healing to an ally, instantly and every 1 sec for 2 sec.
Row 5 opens at 20 points in Discipline, so at 30, the beta's cap, it takes all 21 of your points unless the Legacy perk Talented gives you more. Ranks 2 to 4 are at 40, 50 and 60 in the files.
Forever Your heals from Flash Heal, Binding Heal, Lesser Heal, Heal, Greater Heal, and Penance gain 2% increased critical strike chance when cast on targets with Weakened Soul, and reduce the remaining duration of Weakened Soul on their target by 1 sec.
Its rows in the files are placeholders, so the numbers are the tooltip's and how it works is the server's.
Forever Your critical heals create a protective shield on the target, absorbing 5% of the amount healed. Lasts 12 sec.
Its rows in the files are placeholders, so the numbers are the tooltip's. Row 6 needs the Legacy perk Talented at 30.
Classic Infuses the target with power, increasing their spell damage and healing by 20%. Lasts 15 sec.
Forever Infuses the target with power, increasing their spell damage and healing done by 20% for 15 sec.
Increases your chance to resist Stun, Fear, and Silence effects by an additional 3%.
Increases the effect of your Power Word: Fortitude and Prayer of Fortitude spells by 15%.
Holy power infuses the target, increasing their Spirit by 17 for 30 min.
Increases your spell damage by 1% and the critical strike chance of your offensive spells by 1%.
Classic Gives you a 35% chance to avoid interruption caused by damage while casting any healing spell.
Forever Gives you a 23% chance to avoid interruption caused by damage while casting any spell.
Classic Causes an explosion of holy light around the caster, causing 29 to 33 Holy damage to all enemy targets within 10 yards and healing all party members within 10 yards for 54 to 62. These effects cause no threat.
Forever Causes an explosion of holy light around the caster, causing 26 to 30 Holy damage to all enemy targets within 10 yards and healing all party members within 10 yards for 49 to 57. These effects cause no threat.
Classic After being struck by a melee or ranged critical hit, heal 8% of the damage taken over 6 sec.
Forever After being struck by a melee or ranged critical hit, or suffering more than 30% of your maximum Health from a single attack, heal 8% of the damage taken over 6 sec. Refreshing this effect carries over any remaining healing.
Its rows in the files are placeholders, so the numbers are the tooltip's.
Classic Increases your target's armor by 8% for 15 sec after getting a critical effect from your Flash Heal, Heal, Greater Heal, or Prayer of Healing spell.
Forever Your non-periodic critical heals increase your target's Armor by 8% for 15 sec.
Its rows in the files are placeholders, so the numbers are the tooltip's.
Classic Reduces the Mana cost of your Lesser Heal, Heal, and Greater Heal spells by 5%.
Forever Reduces the Mana cost of your Lesser Heal, Heal, Greater Heal, Penance, and Prayer of Mending spells by 5%.
Classic Increases the damage of your Smite and Holy Fire spells by 5%.
Forever Increases your Holy damage done by 2%, and gives a 5% chance each time your Holy Fire spell deals periodic damage for your next Holy Nova to cost no Mana.
Forever Heals a friendly target and the caster for 236 to 284. Low threat.
Ranks 2 to 6 are at 32, 38, 44, 50 and 56 in the files.
Forever When you cast a healing spell, gain Mana equal to 5% of the base cost of the spell if your previous heal was a different spell.
The mana back is the server's to work out; the files hold only what sets it off.
Classic Upon death, the priest becomes the Spirit of Redemption for 10 sec. The Spirit of Redemption cannot move, attack, be attacked or targeted by any spells or effects. While in this form the priest can cast any healing spell free of cost. When the effect ends, the priest dies.
Forever Upon death, the priest becomes the Spirit of Redemption for 15 sec. The Spirit of Redemption cannot move, attack, be attacked or targeted by any spells or effects. While in this form the priest can cast any healing spell free of cost. When the effect ends, the priest dies.
Whether Binding Heal or Penance work inside it isn't tested.
Classic Increases spell damage and healing by up to 5% of your total Spirit.
Forever Increases your spell healing by up to 5% of your total Spirit and your spell damage by up to 1% of your total Spirit.
Classic Increases the amount healed by your healing spells by 2%.
Forever Increases the amount healed by your spells by 3%.
Forever Places a spell on the target that heals them for 172 the next time they take damage or receive non-periodic healing. When the heal occurs, Prayer of Mending jumps to a party or raid member within 20 yards. Jumps up to 5 times and lasts 30 sec after each jump. This spell can only be placed on one target at a time per caster.
Row 7 opens at 30 points in Holy, past what the beta's level 30 gives. Whether it heals five times or six isn't settled by the files. Blizzard says each jump goes to someone in the healed player's own party first, so cast it on a player in another group and it stays with that group.
Increases the amount healed by your Renew spell by 5%.
Increases the critical effect chance of your Holy spells by 1%.
Renew can crit now, and Holy Specialization's crit counts for it.
Reduces all spell damage taken by 2%.
Reduces the casting time of your Smite, Holy Fire, Heal, and Greater Heal spells by 0.1 sec.
Increases the range of your Smite and Holy Fire spells and the radius of your Prayer of Healing and Holy Nova spells by 10%.
Reduces the Mana cost of your Prayer of Healing spell by 10%.
Creates a holy Lightwell near the priest. Members of your raid or party can click the Lightwell to restore 800 health over 10 sec. Being attacked cancels the effect. Lightwell lasts for 3 min or 5 charges.
Classic Reduces your target's chance to resist your Shadow spells by 2%.
Forever Improves your chance to hit with Shadow spells by 1%.
Half the spell hit Classic's gave: 5% at five points, where Classic's took 10% off the target's chance to resist. It's in row 1 now.
Gives your Shadow damage spells a 2% chance to stun the target for 3 sec.
Classic Gives you a 20% chance to gain a 100% bonus to your Spirit after killing a target that yields experience. For the duration, your Mana will regenerate at a 50% rate while casting. Lasts 15 sec.
Forever Gives you a 20% chance to increase your Spirit by 100% for 15 sec after killing a non-trivial target or when an enemy afflicted by your Vampiric Embrace dies. For the duration, 50% of your Mana regeneration will continue while casting.
Build 70170, Oct 1, 2026: Ranks 1 to 5 text changed.Classic Reduces the threat generated by your Shadow spells by 8%.
Forever Reduces the threat generated by your Shadow spells by 10%.
Increases the duration of your Shadow Word: Pain spell by 3 sec.
Classic Increases the range of your Shadow damage spells by 6%.
Forever Increases the range of your offensive Shadow spells by 10%.
Reduces the cooldown of your Mind Blast spell by 0.5 sec.
Classic Reduces the cooldown of your Psychic Scream spell by 2 sec.
Forever Reduces the cooldown of your Psychic Scream spell by 2 sec.
Classic Assault the target's mind with Shadow energy, causing 75 Shadow damage over 3 sec and slowing their movement speed by 50%.
Forever Assault the target's mind with Shadow energy, causing 63 Shadow damage over 3 sec and slowing their movement speed by 50%.
Forever Your Mind Flay now deals 10% more damage, gains 5 yards increased range, but slows the target's movement speed by 35%.
Decreases the cooldown of your Fade ability by 3 sec.
Classic Afflicts your target with Shadow energy that causes all party members to be healed for 20% of any Shadow spell damage you deal for 1 min.
Forever Afflicts your target with Shadow energy that causes all party members to be healed for 20% of any Shadow spell damage you deal for 30 sec.
Build 70170, Oct 1, 2026: Rank 1 text changed.Row 4 opens at 25 with 15 points in Shadow, but the spell itself says level 30 in the files, and which gate wins isn't tested. When an enemy with your Vampiric Embrace on it dies, Spirit Tap can fire, at Spirit Tap's own 20% a point.
Classic Your Shadow damage spells have a 20% chance to cause your target to be vulnerable to Shadow damage. This vulnerability increases the Shadow damage dealt to your target by 3% and lasts 15 sec. Stacks up to 5 times.
Forever Your Shadow damage spells have a 33% chance to increase the Shadow damage you deal by 2% for 15 sec, stacking up to 5 times.
Blizzard's notes of 1 Oct: it can no longer fail to apply.
Classic Silences the target, preventing them from casting spells for 5 sec.
Forever Silences the target, preventing them from casting spells for 5 sec and interrupting their spellcasts for 3 sec.
No prerequisite now. Classic's needed both points in Improved Psychic Scream.
Forever Reduces the mana cost of your Devouring Plague by 25%. Targets that die while Devouring Plague is active spreads it, jumping to a nearby enemy within 5 yds for the remaining duration.
Build 70170, Oct 1, 2026: Ranks 1 and 2 text changed.Build 70009, Sep 24, 2026: Ranks 1 and 2 text changed.Halves Devouring Plague's cost at two points and spreads it 10 yards when the target dies. Row 5 opens at 20 Shadow points, so at 30 your 21st point buys rank 1 (25% and 5 yards); rank 2 needs the Legacy perk Talented.
Forever Increases Shadow Word: Death's critical strike chance on targets at or below 20% health by 15%.
Blizzard's notes of 1 Oct: Shadow Word: Death had been getting its crit whatever the target's health. Fixed.
Classic Increases your Shadow spell damage by 2%.
Forever Increases your Shadow damage done by 2%.
Classic Assume a Shadowform, increasing your Shadow damage by 15% and reducing Physical damage done to you by 15%. However, you may not cast Holy spells while in this form.
Forever Assume Shadowform, increasing your Shadow damage by 10%, reducing the Mana cost of all Shadow spells by 50%, increasing the critical strike damage bonus of your Shadow spells by 100%, and reducing Physical damage taken by you by 15%. However, you may not cast healing spells while in this form.
By the files you can cast Smite, Holy Fire and Resurrection in it now, and every heal stays blocked. Untested, and out of reach at 30.
Increases the percentage healed by Vampiric Embrace by an additional 5%.
9 new, 18 reworked, 15 with new numbers, 18 the same. Every line from the beta client's tooltips, read at level 60, unless the entry says otherwise.
Confuses up to 5 enemies within 8 yds for 3 sec. Any damage taken will break the effect.
Instantly heals a friendly target below 50% Health for 145 to 181 and removes Weakened Soul from that target. Cannot be cast on self.
Chastise the target, causing 43 to 49 Holy damage and immobilizing them for up to 2 sec. Only works against Humanoids. This spell causes very low threat.
Place a Holy ward on an ally for 30 sec. The next time this ally takes damage dropping their Health below 35%, they will gain a shield absorbing 155 damage and begin healing for 125 Health over 15 sec. A target may be affected by only one Contingency Plan.
Cannibalize 440 of your own Health over 15 sec to gain 440 Mana, plus your Spirit.
Heals a friendly target and the caster for 236 to 284. Low threat.
Launches a volley of holy light at the target, causing 81 Holy damage to an enemy, or 184 healing to an ally, instantly and every 1 sec for 2 sec.
Ranks 2 to 4 are at 40, 50 and 60 in the files. Rank 4's damage reads below rank 3's there, most likely a slip in the files.
A word of dark binding that inflicts 293 to 311 Shadow damage to the target. If your target is not killed by Shadow Word: Death, you take backlash damage equal to 10% of your maximum health.
Places a spell on the target that heals them for 172 the next time they take damage or receive non-periodic healing. When the heal occurs, Prayer of Mending jumps to a party or raid member within 20 yards. Jumps up to 5 times and lasts 30 sec after each jump. This spell can only be placed on one target at a time per caster.
Classic, Rank 1 Power infuses the target, increasing their Stamina by 3 for 30 min.
Forever, Rank 1 Power infuses the target, increasing their Stamina by 4 for 1 hour.
Classic, Rank 1 Weakens the target enemy, reducing damage caused by 2 and reducing the effectiveness of any healing by 20%. Lasts 2 min.
Forever, Rank 1 Weakens the target enemy, reducing melee attack power by 43 and reducing the effectiveness of any healing by 20%. Lasts 2 min.
Classic, Rank 1 Rains starshards down on the enemy target's head, causing 84 Arcane damage over 6 sec.
Forever, Rank 1 Rains starshards down on the enemy target's head, causing 162 Arcane damage over 6 sec.
Classic, Rank 1 The next melee attack against the caster will cause 8 Shadow damage and reduce the damage caused by the attacker by 2 for 2 min.
Forever, Rank 1 The next melee attack against the caster will cause 8 Shadow damage and reduce the attacker's melee attack power by 43 for 2 min.
Classic Reduces ranged damage taken by 21 and increases chance to dodge by 10% for 15 sec.
Forever Reduces the chance you'll be hit by melee and ranged attacks by 50% for 15 sec or until you are missed 3 times.
The Classic line is rank 1 of Classic's five.
Classic Wards the friendly target against Fear. The next Fear effect used against the target will fail, using up the ward. Lasts 10 min.
Forever Wards the friendly target against Fear. The next Fear effect used against the target will fail, using up the ward. Lasts 3 min.
Classic, Rank 1 Causes an explosion of holy light around the caster, causing 29 to 33 Holy damage to all enemy targets within 10 yards and healing all party members within 10 yards for 54 to 62. These effects cause no threat.
Forever, Rank 1 Causes an explosion of holy light around the caster, causing 26 to 30 Holy damage to all enemy targets within 10 yards and healing all party members within 10 yards for 49 to 57. These effects cause no threat.
From rank 2 up the tooltip ends with Searing Light's line: without that talent nothing makes Holy Nova free.
Classic When activated, reduces the Mana cost of your next spell by 100% and increases its critical effect chance by 25% if it is capable of a critical effect.
Forever When activated, reduces the Mana cost of your next spell by 100% and increases its critical effect chance by 25% if it is a non-periodic spell and capable of a critical effect.
Classic Afflicts your target with Shadow energy that causes all party members to be healed for 20% of any Shadow spell damage you deal for 1 min.
Forever Afflicts your target with Shadow energy that causes all party members to be healed for 20% of any Shadow spell damage you deal for 30 sec.
Row 4 opens at 25, but the spell itself says level 30 in the files, and which gate wins isn't tested.
Classic, Rank 2 Holy power infuses the target, increasing their Spirit by 23 for 30 min.
Forever, Rank 2 Holy power infuses the target, increasing their Spirit by 23 for 1 hour.
Classic, Rank 1 A powerful prayer heals party members within 30 yards for 312 to 332.
Forever, Rank 1 A powerful prayer that heals the target and their party for 179 to 191. Party members must be within 40 yards of target.
Classic Silences the target, preventing them from casting spells for 5 sec.
Forever Silences the target, preventing them from casting spells for 5 sec and interrupting their spellcasts for 3 sec.
Classic Allows the caster to levitate, floating a few feet above the ground. While levitating, you will fall at a reduced speed and travel over water-like surfaces. Any damage will cancel the effect. Lasts 2 min.
Forever Allows the caster to levitate, floating a few feet above the ground. While levitating, you will fall at a reduced speed and travel over water-like surfaces. Mounting or any damage taken will cancel the effect. Lasts 2 min.
Classic Infuses the target with power, increasing their spell damage and healing by 20%. Lasts 15 sec.
Forever Infuses the target with power, increasing their spell damage and healing done by 20% for 15 sec.
Classic Assume a Shadowform, increasing your Shadow damage by 15% and reducing Physical damage done to you by 15%. However, you may not cast Holy spells while in this form.
Forever Assume Shadowform, increasing your Shadow damage by 10%, reducing the Mana cost of all Shadow spells by 50%, increasing the critical strike damage bonus of your Shadow spells by 100%, and reducing Physical damage taken by you by 15%. However, you may not cast healing spells while in this form.
Classic, Rank 1 Power infuses the target's party, increasing their Stamina by 43 for 1 hour.
Forever, Rank 1 Power infuses all party and raid members, increasing their Stamina by 56 for 1 hour.
Classic Power infuses the target's party, increasing their Shadow resistance by 60 for 20 min.
Forever Power infuses all party and raid members, increasing their Shadow resistance by 60 for 20 min.
Classic Power infuses the target's party, increasing their Spirit by 40 for 1 hour.
Forever Power infuses all party and raid members, increasing their Spirit by 40 for 1 hour.
Every rank whose spell power coefficient changed, Classic beside Forever. 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% (heal) | 42.9% (heal) | |||
| 2 | 22.9% (heal) | 57.1% (heal) | |||
| 3 | 44.6% (heal) | 71.4% (heal) | |||
| 1 | 12.3% (direct) | 42.9% (direct) | |||
| 2 | 27.1% (direct) | 57.1% (direct) | |||
| 3 | 55.4% (direct) | 71.4% (direct) | |||
| 1 | 6.7% (per tick) | 20% (per tick) | |||
| 2 | 10.4% (per tick) | 20% (per tick) | |||
| 3 | 15.4% (per tick) | 20% (per tick) | |||
| 4 | 16.7% (per tick) | 20% (per tick) | |||
| 5 | 16.7% (per tick) | 20% (per tick) | |||
| 6 | 16.7% (per tick) | 20% (per tick) | |||
| 7 | 16.7% (per tick) | 20% (per tick) | |||
| 8 | 16.7% (per tick) | 20% (per tick) | |||
| 1 | 11% (per tick) | 20% (per tick) | |||
| 2 | 15.5% (per tick) | 20% (per tick) | |||
| 1 | 26.8% (heal) | 42.9% (heal) | |||
| 2 | 39.6% (heal) | 42.9% (heal) | |||
| 1 | 26.8% (direct) | 42.9% (direct) | |||
| 2 | 36.4% (direct) | 42.9% (direct) | |||
| 1 | 10.4% (per tick) | 16.7% (per tick) | |||
| 2 | 15.4% (per tick) | 16.7% (per tick) | |||
| 1 | 6.7% (direct) | 10.7% (direct) | |||
| 1 | 72.9% (heal) | 85.7% (heal) | |||
| 1 | 6.3% (per tick) | 10% (per tick) | |||
| 2 | 6.3% (per tick) | 10% (per tick) | |||
| 3 | 6.3% (per tick) | 10% (per tick) | |||
| 4 | 6.3% (per tick) | 10% (per tick) | |||
| 5 | 6.3% (per tick) | 10% (per tick) | |||
| 6 | 6.3% (per tick) | 10% (per tick) | |||
| 1 | 15% (per tick) | 16.7% (per tick) | |||
| 2 | 15% (per tick) | 16.7% (per tick) | |||
| 3 | 15% (per tick) | 16.7% (per tick) | |||
| 4 | 15% (per tick) | 16.7% (per tick) | |||
| 5 | 15% (per tick) | 16.7% (per tick) | |||
| 6 | 15% (per tick) | 16.7% (per tick) |
Why casters hit for less: Blizzard put spell power on gear from level 10, starting with weapons, and lowered every damage spell's base by what typical questing greens give you (the WoW: Forever Podcast, episode 2, 9:48). Shadow Word: Pain, Devouring Plague and Mind Flay take a bigger share than in Classic, and so does every rank learned before level 20, where Classic cut the share. Blizzard's notes of 1 Oct say ranks far below your level get less from your gear and set off your talents less often, which the files don't show. Damage ranks not listed keep their Classic share. Direct means per cast; per tick means each tick of the effect.
Classic, Rank 3 Heal your target for 143 to 165.
Forever, Rank 3 Heal your target for 138 to 160.
Classic, Rank 3 Smite an enemy for 58 to 66 Holy damage.
Forever, Rank 3 Smite an enemy for 47 to 53 Holy damage.
Classic, Rank 2 A word of darkness that causes 66 Shadow damage over 18 sec.
Forever, Rank 2 A word of darkness that causes 60 Shadow damage over 18 sec.
Classic, Rank 2 Draws on the soul of the party member to shield them, absorbing 94 damage. Lasts 30 sec. While the shield holds, spellcasting will not be interrupted by damage. Once shielded, the target cannot be shielded again for 15 sec.
Forever, Rank 2 Draws on the soul of the party member to shield them, absorbing 92 damage. Lasts 30 sec. While the shield holds, spellcasting will not be interrupted by damage. Once shielded, the target cannot be shielded again for 15 sec.
Forever's files give the shield 10% of your spell power. Classic Era's files show none, and whatever Classic's server added isn't in a file, so the two can't be set side by side.
Classic, Rank 2 Heals the target of 100 damage over 15 sec.
Forever, Rank 2 Heals the target of 75 damage over 15 sec.
Classic, Rank 1 Instantly heals the caster for 148 to 184.
Forever, Rank 1 Instantly heals the caster for 145 to 181.
Classic, Rank 1 Blasts the target for 42 to 46 Shadow damage, but causes a high amount of threat.
Forever, Rank 1 Blasts the target for 40 to 44 Shadow damage, but causes a high amount of threat.
Classic, Rank 1 Heal your target for 307 to 353.
Forever, Rank 1 Heal your target for 282 to 324.
Classic, Rank 1 Afflicts the target with a disease that causes 152 Shadow damage over 24 sec. Damage caused by the Devouring Plague heals the caster.
Forever, Rank 1 Afflicts the target with a disease that causes 128 Shadow damage over 24 sec. Damage caused by the Devouring Plague heals the caster.
Classic 140 Mana, Instant, 3 min cooldown
Forever 55 Mana, Instant, 3 min cooldown
The priest becomes surrounded with anti-magic energy. Any successful spell cast against the priest will burn 18 of the attacker's Mana, causing 1 Shadow damage for each point of Mana burned. Lasts 15 sec.
Classic, Rank 1 Heals a friendly target for 202 to 246.
Forever, Rank 1 Heals a friendly target for 183 to 223.
Classic, Rank 1 Consumes the enemy in holy flames that cause 84 to 104 Holy damage and an additional 30 Holy damage over 10 sec.
Forever, Rank 1 Consumes the enemy in holy flames that cause 56 to 70 Holy damage and an additional 20 Holy damage over 10 sec.
Classic, Rank 1 Assault the target's mind with Shadow energy, causing 75 Shadow damage over 3 sec and slowing their movement speed by 50%.
Forever, Rank 1 Assault the target's mind with Shadow energy, causing 63 Shadow damage over 3 sec and slowing their movement speed by 50%.
Classic, Rank 1 The caster is surrounded by shadows. When a spell, melee or ranged attack hits the caster, the attacker will be struck for 20 Shadow damage. Attackers can only be damaged once every few seconds. This damage causes no threat. 3 charges. Lasts 10 min.
Forever, Rank 1 The caster is surrounded by shadows. When a spell, melee or ranged attack hits the caster, the attacker will be struck for 13 Shadow damage. Attackers can only be damaged once every few seconds. This damage causes no threat. 3 charges. Lasts 10 min.
Classic, Rank 1 A slow casting spell that heals a single target for 924 to 1,038.
Forever, Rank 1 A slow casting spell that heals a single target for 819 to 919.
Fade out, discouraging enemies from attacking you for 10 sec.
The tooltip reads the same, but the threat it drops is about five times Classic's at the top rank: 4,100 where Classic's dropped 820.
Brings a dead player back to life with 70 health and 135 mana. Cannot be cast when in combat.
By the files Shadowform doesn't block it anymore. Untested.
A burst of Holy energy fills the caster, increasing armor by 315. Each melee or ranged damage hit against the priest will remove one charge. Lasts 10 min or until 20 charges are used.
Removes 1 disease from the friendly target.
The caster lets out a psychic scream, causing 2 enemies within 8 yards to flee for 8 sec. Damage caused may interrupt the effect.
Dispels magic on the target, removing 1 harmful spell from a friend or 1 beneficial spell from an enemy.
Soothes the target, reducing the range at which it will attack you by 10 yards. Only affects Humanoid targets level 40 or lower. Lasts 15 sec.
Shackles the target undead enemy for up to 30 sec. The shackled unit is unable to move, attack or cast spells. Any damage caused will release the target. Only one target can be shackled at a time.
Allows the caster to see through the target's eyes for 1 min.
Drains 198 to 210 mana from a target. For each mana drained in this way, the target takes 0.5 Shadow damage.
Controls a humanoid mind up to level 44, but increases the time between its attacks by 25%. Lasts up to 1 min.
Increases the target's resistance to Shadow spells by 30 for 10 min.
Attempts to cure 1 disease effect on the target, and 1 more disease effect every 5 seconds for 20 sec.
You are proficient in the use of the following armor types: Cloth.
Read on BlizzCon demo footage, not from the beta client.
Read on BlizzCon demo footage, not from the beta client.
Gives a chance to dodge enemy melee attacks.
Read on BlizzCon demo footage, not from the beta client.
You are fluent in the following languages:
Read on BlizzCon demo footage, not from the beta client.
Attack with an equipped wand.
Read on BlizzCon demo footage, not from the beta client.
Newest first.
The beta runs until 21 October and the game launches 4 November; each new build is listed here once it is checked.
No change to Priest data.
No change to Priest data.
No change to Priest data.
No change to Priest data.
When activated, reduces the Mana cost of your next spell by 100% and increases its critical effect chance by 25% if it is capable of a critical effect.
When activated, reduces the Mana cost of your next spell by 100% and increases its critical effect chance by 25% if it is a non-periodic spell and capable of a critical effect.
Reduces the mana cost of your Devouring Plague by 25%.
Targets that die while Devouring Plague is active spreads it, jumping to a nearby enemy within 5 yards for the remaining duration.
Reduces the mana cost of your Devouring Plague by 25%. Targets that die while Devouring Plague is active spreads it, jumping to a nearby enemy within 5 yds for the remaining duration.
Gives you a 20% chance to gain a 100% bonus to your Spirit for 15 sec after killing a non-trivial target. For the duration, your Mana will regenerate at a 50% of normal rate while casting.
Gives you a 20% chance to increase your Spirit by 100% for 15 sec after killing a non-trivial target or when an enemy afflicted by your Vampiric Embrace dies. For the duration, 50% of your Mana regeneration will continue while casting.
Afflicts your target with Shadow energy that causes all party members to be healed for 20% of any Shadow spell damage you deal for 30 sec. Vampiric Embrace also grants a chance for your Spirit Tap talent to trigger when enemies afflicted by it die.
Afflicts your target with Shadow energy that causes all party members to be healed for 20% of any Shadow spell damage you deal for 30 sec.
Heals a friendly target and the caster for 295 to 353. Low threat.
Heal yourself and a friendly target for 295 to 353. This causes low threat.
Places a spell on the target that heals them for 298 the next time they take damage or receive non-periodic healing. When the heal occurs, Prayer of Mending jumps to a party or raid member within 20 yards. Jumps up to 5 times and lasts 30 sec after each jump. This spell can only be placed on one target at a time per caster.
Places a spell on the target that heals them for 298 the next time they take damage or receive non-periodic healing. When the heal occurs, Prayer of Mending jumps to a party or raid member within 20 yds. Jumps up to 5 times and lasts 30 sec after each jump. This spell can only be placed on one target at a time per caster.
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.
Instant, 2 min cooldown. Your next 3 non-periodic damaging abilities cost 10% less (Mana, Rage or Energy) and deal 10% more damage. For healers, your next 3 non-periodic damaging or healing abilities cost 10% less Mana and do 10% more. Periodic effects get nothing from it; a channeled spell is not periodic.
No change to Priest data.
No change to Priest data.
Reduces the mana cost of your Devouring Plague by 25%.
Targets that die while Devouring Plague it is active spreads it, jumping to a nearby enemy within 5 yards for the remaining duration.
Reduces the mana cost of your Devouring Plague by 25%. Targets that die while Devouring Plague is active spreads it, jumping to a nearby enemy within 5 yards for the remaining duration.
Cannibalize 440 of your own Health over 15 sec to gain 440 Mana.
Cannibalize 440 of your own Health over 15 sec to gain 440 Mana, plus your Spirit.
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.
No change to Priest data.
No change to Priest data.
No change to Priest data.
The demo's numbers were read off streams, with the streamer's level, gear and talents in them. So none of these rows is a nerf or a buff.
Increases your chance to hit with Holy spells by 6%.
Improves your chance to hit with Holy spells by 6%.
Launches a volley of holy light at the target, causing 96 Holy damage to an enemy, or 233 healing to an ally. Instantly and every 1 sec for 2 sec.
Launches a volley of holy light at the target, causing 81 Holy damage to an enemy, or 184 healing to an ally, instantly and every 1 sec for 2 sec.
Heals a friendly target and the caster for 346 to 403. Low threat.
Heals a friendly target and the caster for 236 to 284. Low threat.
Reduces the casting time of your Smite, Holy Fire, Heal and Greater Heal spells by 0.1 sec.
Reduces the casting time of your Smite, Holy Fire, Heal, and Greater Heal spells by 0.1 sec.
Causes an explosion of holy light around the caster, causing 31 to 36 Holy damage to all enemy targets within 10 yards and healing all party members within 10 yards for 68 to 77. These effects cause no threat.
Causes an explosion of holy light around the caster, causing 26 to 30 Holy damage to all enemy targets within 10 yards and healing all party members within 10 yards for 49 to 57. These effects cause no threat.
Places a spell on the target that heals them for 247 the next time they take damage or receive non-periodic healing. When the heal occurs, Prayer of Mending jumps to a party or raid member within 20 yards. Jumps up to 5 times and lasts 30 sec after each jump. This spell can only be placed on one target at a time per caster.
Places a spell on the target that heals them for 172 the next time they take damage or receive non-periodic healing. When the heal occurs, Prayer of Mending jumps to a party or raid member within 20 yards. Jumps up to 5 times and lasts 30 sec after each jump. This spell can only be placed on one target at a time per caster.
Reduces the mana cost of your Devouring Plague by 25%. Targets that die while Devouring Plague is active spreads it, jumping to a nearby enemy within 5 yards for the remaining duration.
Reduces the mana cost of your Devouring Plague by 25%. Targets that die while Devouring Plague it is active spreads it, jumping to a nearby enemy within 5 yards for the remaining duration.
Assault the target's mind with Shadow energy, causing 104 Shadow damage over 3 sec and slowing their movement speed by 50%.
Assault the target's mind with Shadow energy, causing 63 Shadow damage over 3 sec and slowing their movement speed by 50%.
Increases your chance to hit with your Shadow spells by 1%.
Improves your chance to hit with Shadow spells by 1%.
+5% damage vs Beasts.
Damage dealt versus Beasts increased by 5%.
Sense nearby treasure and show it on the minimap. Lasts until cancelled.
Instant. Allows the dwarf to sense nearby treasure, making it appear on the minimap. Lasts until canceled.
+1% critical strike chance with all spells and attacks while a mace or two-handed mace is equipped.
Increases your critical strike chance with all spells and attacks by 1% while you have a mace or two-handed mace equipped.
Instant, 3 min cooldown. Removes and grants immunity to all Bleed, Poison and Disease effects, and reduces all Physical damage taken by 10% for 8 sec.
Instant, 3 min cooldown. Instantly removes and grants immunity to all Bleed, Poison, and Disease effects, and reduces all Physical damage taken by 10% for 8 sec.
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 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.
+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% Dodge, +2% run speed.
Dodge chance increased by 1% and movement speed increased by 2%. Night Elf Rogues and Druids are harder to detect in Stealth as if they were 1 level higher.
Instant, 10 sec cooldown. Slip into the shadows until you move; Night Elf Rogues and Druids stealth as if 1 level higher. Usable in combat: enemies are discouraged from attacking you, but the cooldown becomes 2 min.
Instant, 10 sec cooldown. Activate to slip into the shadows, reducing the chance for enemies to detect your presence. Lasts until cancelled or upon moving. Using this ability in combat discourages enemies from attacking you, but increases the cooldown to 2 min.
+75% speed while dead.
Transform into a wisp upon death, increasing movement speed by 75%.
+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.
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.
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.
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.
Every class, every build: beta changes.