Forever Hides Item Stats Until They Drop — and the Beta Client Will Not Hand Them Over Either
Two claims arrived within a day of each other, from two different directions, and they agree. Blizzard says it intends to hide item stats until players find them. The people who read the beta client say the client cannot produce those numbers anyway.
Taken together, Forever is shaping up to be the first version of World of Warcraft where the pre-release loot spreadsheet — and the entire site economy built on it — has nothing to work with.
The developer statement
Senior game designer Josh Greenfield told MMORPG.com, in an interview picked up and quoted by Warcraft Tavern on September 16:
"You will not see an item's stats until it drops for you, until it drops for someone on your server. So that means you will not go into the first raid tier knowing what your bis list is."
The stakes are specific. Forever's first raid tier opens December 9 — the Barrow Deeps at 10 players, Hyjal Summit at 20, and a reported 40-player Onyxia's Lair. Under the old model, every raider would have walked into Barrow Deeps with a best-in-slot list already written. Under this one, loot decisions in the opening weeks get made by reading a tooltip in the instance, and "reported" stats spread the way they did in 2004: screenshots and guild forums, one drop at a time.
It is consistent with everything else Blizzard has said about itemization — unified hit and crit across melee, ranged and spells; weapon skill spread so no weapon type is automatically correct; healing gear carrying roughly a third of its value as damage; trinkets tied to biomes and creature types rather than universal stat sticks. Situational gear is worthless if a database tells you it is not best-in-slot, so the numbers had to go behind a wall.
The client agrees, and for a structural reason
The first deep read of the Forever beta client (build 1.60.1.69893, product wow_classic_beta) found that the numbers are simply not stored.
In Classic, an item record is its own truth: +5 Strength, 44–115 damage, +8 Fire Resistance. In the Forever beta, the item table carries only stat types plus a per-stat weight in basis points, where 10,000 equals 100 percent. The actual amounts, damage ranges and resistance values live nowhere in the client files — they have to be computed or supplied by the server.
The verification is unusually strong: the finding was checked byte-exact across all 19,119 readable item records. Two familiar examples, exactly as stored:
| Item | Weight format | Resulting share of budget |
|---|---|---|
| Thunderfury | 2174 / 3478 / 3478 / 3913 | Agility 17%, Stamina 27%, Fire Resistance 27%, Nature Resistance 30% |
| Sulfuras | 2222 / 2222 / 5556 | Strength 22%, Stamina 22%, Fire Resistance 56% |
Resistances moved into the stat list itself (types 51–56 cover Fire, Frost, Shadow, Nature and Arcane) instead of living in their own field, and oddities like Fishing and Beastslaying work the same way. Many ordinary green items carry clean, round weights — 10000, 6667, 5000, 3333 — while famous items carry stranger ones, which suggests the weights feed a per-slot budget formula that has not yet been reverse-engineered.
The consequence for anyone who builds tools: a file export cannot produce a final tooltip. Any site showing exact Forever item stats today is showing either beta-captured tooltips or guesses.
Meanwhile, the loot tables are locked in a way datamining has not seen before
Blizzard did not stop at removing the values. The same read found content sealed behind encryption:
- 66 items sit inside encrypted containers across two blocks (63 in one, plus item IDs 285352–285354).
- 90 quest records are sealed in the same containers.
- 872 spells are unreadable out of 13,620 spell records.
- Roughly 3,300 files are fully sealed, and in this build filenames have been stripped entirely, with the exception of interface art and fonts.
- Both the container and its contents use the same eight keys — and the client ships none of them. Seven point at key slots with zero bytes; the eighth is not listed at all.
Set against that, the readable surface is enormous: 4,862 new items (551 epic, 1,445 rare, 1,073 uncommon), including a full 537-piece Premier PvP tier, a Theramore-versus-Darkspear faction ladder and 48 new item sets, plus 3,472 new spells covering city and stronghold buffs, terrain and weather interactions, pet abilities and eight racial-tag spells.
And then the punchline for anyone hoping for a loot table: the CollectableSourceEncounter table exists but is 208 bytes with zero records, and the vendor source tables are 4,392 rows of zeroes. Quest rewards, vendor stock and creature spawns are all server-side. In the dataminer's own words, no client-side analysis can currently tell you which boss drops which item.
What this does and does not prove
It is worth being precise about the epistemic status of both claims, because they are frequently blended together.
Stated by Blizzard: item stats are hidden from players until a first drop occurs. That is a design intent, given in an interview.
Observed in the files: the values are absent from the client, and a defined set of content is encrypted with undisclosed keys. That is a technical observation, published with hash verification and a build number.
The second does not prove the first — Blizzard could encrypt content for reasons unrelated to loot discovery, and hidden stats could in principle be served to the client at runtime without being visible in advance. But the two are mutually consistent in a way that is hard to explain by coincidence, and the practical outcome for players is the same either way: you cannot look this up.
The datamine series carries its own caveats, and they are worth repeating: it is a single source, the parsing was partly AI-assisted, the numbers are pre-release and provisional, and the authors say explicitly that item values should be confirmed against in-game tooltips rather than their exports.
Open questions this created
- What does "your server" mean in a game with no servers? Your ruleset, your region, or the Familiar Faces layer? Greenfield's phrasing assumes a shared world; the architecture says otherwise.
- Is this raid-only, or everything? Nobody has confirmed whether dungeon items are hidden the same way, or whether the beta — which contains no raids at all — hides dungeon drops at all.
- Is the encryption actually aimed at datamining? Warcraft Tavern and Wowhead both started mining on September 16 and surfaced titles, mounts and recipes but no stat tables. Whether that is the encryption working or simply the order they mined in is not established.
- First-clear races change shape. When nobody knows the loot table, a world-first attempt is also a loot reveal. Both the race and the wiki it produces will look different from previous Classic launches.
For private-server players, the irony is hard to miss. A version of Azeroth that deliberately withholds its own spreadsheets is closer to the 2004 experience than any fan realm has managed — and this time the blackout is not a symptom of missing tooling, but a feature the developer paid to build.
Sources and further reading
External references used to verify or expand this article.