
Blizzard announced World of Warcraft: Forever at BlizzCon on September 12, and gave it a launch date in the same breath: November 4, 2026 at 3:00 PM PST.
The beta opens September 17 — less than a week after the reveal.
This is the Classic+ the community has been arguing about for years, and Blizzard is explicit about what it is: a third permanent World of Warcraft experience alongside Modern and Classic. Not a mode, not a season, not another Classic re-release.
Here's everything confirmed, which edition actually makes sense to buy, and what's worth doing in the seven weeks before launch.
The Essential Dates
Date | What Happens |
|---|---|
September 17, 2026 | Beta opens — level 30 cap |
October 21, 2026 | Beta ends |
October 27, 2026 | Early Name Reservation and character creation |
November 4, 2026 | Launch — 3:00 PM PST |
December 9, 2026 | Barrow Deeps, Hyjal Summit, and Onyxia's Lair open |
Winter 2026–27 | Hardcore ruleset launches |
January 11, 2027 | Warcraft Forever Collection stops being available |
Spring 2027 | 2 raids, 2 dungeons, new Legendary questline, PvP season |
Summer 2027 | Revamped iconic raid, another new raid, 2 dungeons, PvP season |
Note the four-week gap between launch and raids. That's deliberate — you get open-world content, questing, and dungeons before progression becomes the main event. If you're planning to raid on day one of December 9, you have five weeks to level and gear.
What Forever Actually Is
Permanently level 60. No flying, no level scaling, no planned cap increases. Progression is horizontal — new content, new systems, new regions, but never a higher number above your head.
A separate timeline. Forever is set just after the events of Warcraft III: The Frozen Throne and before Molten Core. It does not share continuity with retail or Classic Era, and it doesn't replace either. Those servers continue running as normal.
Included with your subscription. No box purchase required. An active WoW subscription or Game Time gets you full access at launch.
Controller support is included, which is a first for this kind of WoW release.
Which Edition Should You Buy?

This is the actual question most people have right now, and the answer is simpler than the store page makes it look.
Edition | Price | What It Adds |
|---|---|---|
Subscription / Game Time | Standard sub | Full Forever access at launch |
Skyborne Heroic Pack | $29.99 | Skyborne race, Zephras Isle starting zone, Early Name Reservation, Cerulean Prideclaw mount, cosmetics, 1 Invite-A-Friend code |
Skyborne Epic Pack | $59.99 | Everything above, plus beta access, 30 days Game Time, extra cosmetics, pets, tabards, 3 Invite-A-Friend codes |
Warcraft Forever Collection | $79.99 | Everything in Epic, plus Warcraft III: Reforged with the Forsaken Kingdom campaign and extra housing decor |
Collector's Edition | Physical | Collection contents plus a 13-inch Dwarf and Bear statue, mousepad, art prints, pins, and a companion journal |
The Decision, Simplified
You do not need to buy anything. Forever is free with a subscription. Everything in the paid packs is either the Skyborne race, beta access, or cosmetics.
Buy the Heroic Pack ($29.99) if you specifically want to play a Skyborne, or you want Early Name Reservation. Nothing else in it is gameplay-relevant.
Buy the Epic Pack ($59.99) if you want beta access. Beta is only in the Epic Pack and the Collection — the Heroic Pack does not include it, despite some early reporting suggesting otherwise. The 30 days of Game Time also offsets roughly $15 of the price.
Buy the Collection ($79.99) if you want Warcraft III: Reforged and the new Forsaken Kingdom campaign. If you already own Reforged, the $20 step up from Epic buys you housing decor.
The Skyborne being paid-only has drawn real criticism, and that reaction is worth weighing. A $30 gate on a playable race is new territory for WoW, and whether it's worth it depends entirely on whether you'd actually roll one.
On Early Name Reservation: it matters more than usual this time. Forever moves away from individual realms, which means character names are unique across an entire region rather than per-server. Blizzard's answer is a two-part naming system — think first and last name — but the competition for good combinations will still be real on October 27.
Four New Regions

Forever expands the original Eastern Kingdoms and Kalimdor with places that existed in quest text and NPC dialogue but were never playable. Over 1,000 new quests spread across the entire 1–60 journey, not just endgame.
Mount Hyjal — now a properly explorable endgame region, reached through Darkwhisper Gorge. The story deals with the forests recovering after Archimonde's defeat, the Wild Gods, lingering corruption, and the cost of the Night Elves sacrificing their immortality. Tied directly into Forever's endgame raid content.
Shen'dralas — the ruins you could previously only see while travelling between Mulgore and Desolace. Follows Mordent Evenshade and the Shen'dralar, connecting to Eldre'Thalas, Dire Maul, and Prince Tortheldrin. It also continues the Gelkis and Magram centaur storylines, giving new reasons to revisit Maraudon and Razorfen Downs.
Riverglades — a large new levelling region on the eastern side of the Eastern Kingdoms, bordered by Redridge Mountains, Burning Steppes, Badlands, and Swamp of Sorrows. Covers roughly the mid-30s to mid-40s with over 150 quests for both factions. The story is deliberately small in scale — no world-ending threat, just frontier communities, competing factions, and control of rivers and trade routes. It also contains a neutral Goblin port and one of the new dungeons.
Zephras Isle — the new level 1–12 starting region and Skyborne homeland. Founded by Highborne exiles who made a pact with elemental wind spirits and built a society connected to Skywall. By the start of Forever those spirits have vanished, the ancient structures are failing, and Skyborne society is split over what to do about it.
Nine New Dungeons
Spread across the entire levelling journey rather than stacked at max level.
Dungeon | Levels | Premise |
|---|---|---|
Hall of Thanes | 13–18 | Beneath Ironforge — intruders in the burial halls of ancient Dwarven monarchs |
Ruins of Lordaeron | 15–20 | The Forsaken attempt to reclaim Lordaeron, with Scourge and a mysterious Necromancer still inside |
Excavation Site: Wetlands | 24–29 | A Titan dig site above Whelgar's Excavation, affected by strange mist |
City of Dalaran | 28–33 | Dalaran after its protective barrier unexpectedly fails |
The Drowned City | 35–40 | Ruins rising from the sea near Stranglethorn — Trolls, Naga, and pirates in conflict |
Krol'dok Stronghold | 40–55 | A huge Ogre stronghold in Riverglades tied to kidnappings and cult activity |
Alcaz Prison | 48–53 | The previously inaccessible prison on Alcaz Island, amid a Defias and Naga conflict |
Blackmaw Hold | 55–60 | The Furbolg city beyond Azshara's sealed gate |
The Shaper's Terrace | 58–60 | A Titan facility in the hills of Un'Goro Crater |
Level ranges are currently recommendations rather than hard requirements, and may shift during beta.
Three of these finally open doors Classic players have stared at for two decades: Dalaran is no longer just a dome, Alcaz Island's prison can be entered, and Azshara's sealed gate now leads somewhere.
Two New Raids
Both open December 9, 2026, alongside the original 40-player Onyxia's Lair.
Barrow Deeps — a 10-player raid beneath the Night Elf lands. The Barrow Dens scattered across Kalimdor connect to an enormous underground complex where the Night Elves imprisoned their most dangerous captives. Blizzard teased that players may find the prison that once held a certain infamous Demon Hunter. Multiple entrances across the world, including one in Mount Hyjal.
Hyjal Summit — a 20-player raid returning to the site of the Battle of Mount Hyjal. Something is draining power from the surrounding land. Takes players through snowy peaks, elven ruins, and locations still haunted by the Third War.
The group size change is significant. 10 and 20 players instead of 40 or 60 makes organised raiding meaningfully easier to sustain.
New tier sets are confirmed, along with a teased legendary reward tied to Forever's raid content — details not yet revealed.
The Skyborne
A new race of blue elves descended from Highborne exiles who bonded with elemental wind spirits.
They work like a retail allied race. You choose Horde or Alliance at character creation, and that choice changes both available classes and story direction.
Faction | Branch Name | Classes |
|---|---|---|
Alliance | High Order Skyborne | Warrior, Hunter, Rogue, Druid, Mage |
Horde | Windshaper Skyborne | Warrior, Hunter, Rogue, Druid, Shaman |
Racials:
Racial | Effect | Available To |
|---|---|---|
Walk on Air | Glide downward for 10 seconds | Both |
Wind Blessed | +1% melee, ranged, and spell Haste | Both |
Elemental Insight | +5% damage against Elementals | Both |
Read Ley Line | +100% Health and Mana regeneration | Alliance |
Skysight | +10% movement speed | Horde |
Horde Skyborne work with the Earthen Ring and lean into elemental traditions. Alliance Skyborne pursue their ancestors' arcane heritage. Both can play Druid and get unique Skyborne forms.
Remember: Skyborne requires a paid pack. The standard subscription does not include them.
Six New Race/Class Combinations
Race | New Class |
|---|---|
Gnome | Priest |
Human | Hunter |
Dwarf | Shaman |
Orc | Mage |
Troll | Warlock |
Undead | Paladin |
Undead Paladin is the headline — an entirely new Horde Paladin option inside the Classic setting. Dwarf Shaman does the same thing for the Alliance.
Blizzard has said these six are only the beginning, with more combinations planned in future updates.
Systems That Change How You Play

Itemization Rework — Classic Is Being "Unsolved"
Every dungeon boss has had its loot reviewed. Quests, world drops, professions, and existing items are all being updated.
The main changes:
Hit Chance now affects melee, ranged, and spell attacks
Critical Strike is unified the same way
Weapon Skill remains but individual items provide less of it
Expertise and other later-era stats are being introduced
Caster weapons gain spell damage and healing from low levels
Healing gear also provides offensive spell power
Trinkets become more situational rather than universally strong
Dungeon loot and world-drop Epics are being heavily rebalanced
What this means for you: your Classic best-in-slot knowledge is obsolete. Edgemaster's Handguards, Lionheart Helm, Hide of the Wild, Skullflame Shield — all of these are being rebalanced around the new rules. Quest rewards are also gaining more options, including caster and hybrid rewards on questlines that previously had none.
The devs' stated goal is to make players figure out BiS again. Expect the first few months to be genuine discovery rather than following a twenty-year-old spreadsheet.
Class, Talent, and Racial Overhaul
Talent trees keep their structure — three trees per class, 11/21/31-point milestones intact — but every tree gains a new 16-point milestone, weak filler talents are being replaced, and some "improved buff" talents become baseline.
All 27 talent trees are being designed as viable group-content options.
Racials are being restructured to two active and two passive per race, with a more even mix of damage, utility, and survivability. Stoneform now reduces physical damage directly rather than raising Armor. Will of the Forsaken breaks Charm, Fear, and Sleep rather than granting immunity. Cannibalize restores Mana as well as Health.
Paladin received the most detailed rework shown so far — Holy Strike returns baseline, Judgment no longer consumes Seals, and the new Seal of Fury gives Protection a real tanking tool and taunt.
An honest caveat: reworking every talent tree, every racial, and every item in a game whose appeal rests partly on its familiar balance is ambitious. Whether it lands well is a genuinely open question, and beta feedback will matter.
The Legacy System
Account-wide progression built around replaying the 1–60 journey. You earn Legacy Points from challenges across Classes, Tradeskills, PvP, Adventure, Dungeons, and Raids.
Points are shared across characters but spent independently. Two alts draw from the same pool and can spend on completely different perks.
Tree | Focus | Example Perk |
|---|---|---|
Adventure | Levelling and open-world | Well Rested — increases Rested XP gain and its cap |
Professions | Gathering and tradeskills | Bountiful Harvest — more scarce materials from gathering |
Resourcefulness | Convenience and utility | Reagent Economy — removes reagent costs from class abilities |
The cap is the interesting design choice. At launch you can spend up to 16 Legacy Points, but the game contains enough challenges to earn 65.
That gap is intentional. Blizzard capped spending specifically so players don't feel forced to complete every challenge or roll a pile of alts just to stay competitive. Earning beyond the cap feeds a separate Legacy Reward Track of cosmetics and prestige rewards, explicitly designed to give no competitive advantage.
Practical read: specialise in one tree. Some perks sit deep enough that spreading 16 points across three trees leaves you with nothing meaningful anywhere.
Camping

An evolution of the Cooking Fire into a social system. A campsite other players can stop at, use, and improve with profession-made objects.
A campsite can provide vendors and repairs, profession workspaces, one-hour buffs, and up to three special crafted objects contributed by different professions.
To get the buffs you /sit by the fire for a short time. Up to three players can each place one crafted object.
Profession | Object | Effect |
|---|---|---|
Blacksmithing | Sharpening Wheel | Increases Strength |
Tailoring | Faction Banner | Increases Spirit |
Herbalism | Incense Candle | Increases Intellect |
These are designed as alternatives to class buffs, not stacking extras. The Sharpening Wheel fills a similar role to Blessing of Might rather than adding on top of it.
The first campsite objects unlock at 20 profession skill, which means Camping matters throughout levelling rather than only at 60.
Professions
Over 600 new recipes across all professions and level ranges, with many existing recipes reworked. Useful crafted gear appears throughout levelling rather than only at max level.
Cooking gets a substantial overhaul — almost every crafted food will provide a stat bonus alongside a small XP buff.
Professions feed directly into Camping, which gives trade skills a social role they've never had in Classic.
Realmless Structure

No server selection. You choose a ruleset instead, each functioning as a large mega-realm:
Normal — PvE focused with optional player combat
PvP — contested zones carry the usual open-world danger
Roleplaying — RP-focused community
Hardcore — arrives after launch as an isolated ecosystem
Restrictions still apply. Horde and Alliance remain separate, and dungeon or raid groups can only form with players from the same ruleset.
Collections and Legacy progression are account-wide across the normal rulesets. The system is being built so you repeatedly encounter the same people rather than constant strangers, with language preferences grouping similar communities and PvP rulesets using faction-balance measures.
Hardcore
Launching winter 2026–27 as an enclosed ecosystem.
Progress from other rulesets cannot be imported into Hardcore
Hardcore-earned Collections can carry outward
Hardcore-earned Legacy progress can carry outward
A dead Hardcore character can transfer to another ruleset, including PvP
Dying still ends the Hardcore run, but the character isn't lost — you continue with it elsewhere.
Transmog — Optional
Available in Enhanced mode alongside the graphics upgrades, and genuinely optional. Players who don't want to see transmogged gear can disable it through an NPC, and choosing the Classic preset on first login turns other players' transmog off automatically.
How appearances are collected has been designed to avoid loot drama:
Uncommon and Rare bind-on-pickup dungeon drops grant their appearance to all eligible looters when looted — nobody needs to roll on gear they don't want
Epic raid appearances only go to the player who actually receives and binds the item
Gear can only be transmogged within the same armor type
Low-level characters can't use appearances above their level; at 60 that restriction lifts
A saved outfit can store different armor-type appearances for the same slot, which helps classes switching armor types while levelling
Graphics
Original environments, models, and textures as the foundation, with modernised rendering: volumetric fog with moving mist and localised fog banks, more accurate sunlight and moonlight with dynamic shadows, global illumination, improved rivers with real flow and foam, better water transparency and reflections.
You can choose between original SD and modern HD character models — and Blizzard restored Classic animations for the HD models, so you're not forced into the modern animation style to use newer models.
These upgrades are not intended to require high-end hardware. Even the global illumination solution has been optimised for Forever's minimum system requirements.
New PvP
Darkspear Islands — a new 15v15 battleground off the coast of Kalimdor. Eye of the Storm-style objective structure with capture points working more like Arathi Basin flags: interact with a flag and defend the location until it secures. Horde fight alongside the Darkspear Trolls, Alliance with the Theramore Expeditionary Force.
A broader PvP system update has been teased but not explained. Seasonal refreshes are already on the roadmap for spring and summer 2027.
What to Do in the Next Seven Weeks

If you want beta access, the Skyborne Epic Pack or the Warcraft Forever Collection are the only routes. Beta runs September 17 to October 21 with a level 30 cap.
If you want a specific name, note October 27 for Early Name Reservation — which requires a paid pack. Names are region-unique now, and the two-part system means thinking about both halves.
Decide your ruleset before launch. You can't group across rulesets for dungeons or raids, so if you have friends you intend to play with, agree on this in advance rather than discovering the problem at level 20.
Don't plan your build from Classic knowledge. Itemization, talents, and racials are all being reworked. Whatever you have memorised about BiS gear and optimal specs is going to be wrong.
Plan for a levelling grind. No flying, no level scaling, no boosts, and 1,000 new quests spread across the whole journey. Getting to 60 is the content, and raids don't open until December 9 anyway — you have five weeks from launch, which is comfortable but not generous if your play time is limited.
The Short Version
Free with your subscription. Paid packs are for the Skyborne race, beta access, and cosmetics.
Beta September 17, launch November 4, raids December 9
Beta is only in the Epic Pack ($59.99) and the Collection ($79.99)
Four new regions, nine new dungeons, two new raids, 1,000+ new quests
Level 60 forever, no flying, horizontal progression only
Your Classic BiS knowledge is obsolete — itemization is being rebuilt
Choose your ruleset carefully; you can't group across them




