Forever's Full Race Reveal: Seven New Class Combinations, Two Skyborne Factions, And Rewritten Racial Traits

Original editorial illustration by RealmList, generated for this article. This is artwork, not game footage or official promotional material.
For four days the World of Warcraft: Forever beta has been answering its own questions in the client. On September 22 Blizzard started answering them in writing: first with a full race-and-class breakdown on the official news feed, then with a companion post introducing the expansion's new playable race. Together they are the most concrete design document Forever has published since the BlizzCon reveal.
They are also narrower than the headline suggests. Forever ships nine classes, the same nine that shipped on November 23, 2004, and the news is not what was added — it is who is now allowed to be what.
The new combinations, by name
Blizzard lists them directly rather than leaving players to read the grid: Orc Mages, Troll Warlocks, Undead Paladins, Human Hunters, Gnome Priests, Dwarf Shamans, plus the debut of the Skyborne race.
Read that list as a statement of design intent. Every entry takes a combination that Classic treated as the defining trait of a race's fantasy — the pious human, the axe-swinging orc, the tinker gnome, the shamanic dwarf — and opens it up. Two of them, Dwarf Shaman and Undead Paladin, are exactly the combinations private servers have been shipping for years under names like "expanded race and class combinations," which is worth noting for anyone who has played on one: Forever's version of that idea is now first-party.
The nine classes are Druid, Hunter, Mage, Paladin, Priest, Rogue, Shaman, Warlock and Warrior. Not every race can be every one of them, and the published article's grid is not a clean read at a glance — Alliance races appear to be pointed at Dwarf, Gnome, Human, Night Elf and Skyborne, Horde at Orc, Tauren, Troll, Undead and Skyborne. There is no Death Knight, Monk, Demon Hunter or Evoker, no Draenei, Blood Elf, Goblin or Worgen, and no second new race beyond the Skyborne. Forever is drawn from the original box, deliberately.
The Skyborne are two races wearing one name
The Skyborne — shen'dorei, "hidden people" — are not a single faction you pick at character creation. They split along the same line the rest of the game does:
| Skyborne | Faction | Available class | Identity |
|---|---|---|---|
| Windshaper | Horde | Shaman | Descendants of the first shen'dorei high elves to receive the wind spirits' gift of elemental skysight; called from Skywall to find their missing elemental mentors |
| High Order | Alliance | Mage | Descendants of the ancient Highborne scholars of Eldre'Thalas, returning to Azeroth to reclaim arcane knowledge |
Two factions, and exactly one class each. That is a much smaller footprint than a new race usually gets, and it means "I want to play a Skyborne" is really two separate decisions: which side of the war, and therefore which of two very different classes.
Their journey starts on Zephras Isle, a level 1–12 experience that Blizzard describes as blending classic Warcraft aesthetics with elemental architecture — the same island that has been generating beta bug reports all week.
The racial traits, with numbers
This is the part worth keeping. Blizzard has republished every racial trait for both factions, and several have been rewritten rather than carried over. Starting with the Horde:
| Race | Active traits | Passives |
|---|---|---|
| Orc | Blood Fury: +10% Attack Power and Spell Power for 15s. Shatter Curse: immunity to Curses and Banes, reduced magic damage taken for 8s | Axe Specialization (+1% spell and ability crit with axes), Hardiness (stun duration −20%) |
| Undead | Will of the Forsaken (removes Charm, Fear, Sleep). Cannibalize: 35% Health and Mana over time | Underwater Breathing (300% longer), Touch of the Grave |
| Tauren | War Stomp: stuns nearby enemies for 2s. Cultivation: grow bonus herbs without Herbalism | Plainsrunning (movement speed builds the longer you move), Endurance (+5% total Health, +1% Hit) |
| Troll | Berserking: +10% casting and attack speed for 10s. Rapid Regeneration: 50% of maximum Health over time | Beast Slaying (+5% damage to Beasts), Regeneration (10% of health regen continues in combat) |
| Windshaper Skyborne | Walk on Air: glide downward for 10s. Skysight: Elemental Blessing, +10% run speed | Wind Blessed (+1% melee, ranged and spell haste), Elemental Insight (+5% damage to Elementals) |
And the Alliance:
| Race | Active traits | Passives |
|---|---|---|
| Human | Will to Survive: remove Stuns. Perception: detect stealthed enemies for 20s | Sword Specialization (+2% spell and ability crit with swords), The Human Spirit (+5% Spirit) |
| Dwarf | Stoneform: immunity to Bleeds, Poisons and Diseases, reduced physical damage taken for 8s. Find Treasure: track nearby chests | Mace Specialization (+1% spell and ability crit with maces), Big Game Hunter (+5% damage to Beasts) |
| Night Elf | Elune's Light: +10% crit for 15s. Shadowmeld: stealth while immobile | Quickness (+1% Dodge, +2% run speed), Wisp Spirit (+75% run speed while dead) |
| Gnome | Escape Artist: brief immunity to roots and snares. Eureka!: reduced cost and +10% damage or healing on your next 3 spells or abilities | Expansive Mind (+5% maximum Mana, Rage or Energy), Engineering Specialization |
| High Order Skyborne | Walk on Air: glide downward for 10s. Read Ley Line: activate a ley line for +100% Health and Mana regeneration | Wind Blessed (+1% melee, ranged and spell haste), Elemental Insight (+5% damage to Elementals) |
What the rewrite actually changes
Three things stand out once the table is read as a set rather than a list.
The weapon specializations became caster traits. In the original game, Axe, Mace and Sword Specialization were melee crit. In Forever they read as "increase spell and ability critical chance" — Orc 1%, Dwarf 1%, Human 2%. That single word is what makes an Orc Mage or a Dwarf Shaman not feel like a joke: the racial that used to reward picking the right weapon now rewards the class you actually wanted to play. It is the most quietly important line in either post.
Two races got traits built for a settled world. Tauren Plainsrunning and Cultivation (free herbs without the profession) are not combat racials. They are quality-of-life racials — travel and gathering — which fits Forever's stated philosophy of keeping level 60 relevant forever rather than racing past it. Gnome's Eureka! belongs to the same family: a short, repeatable burst on your next three casts, not a two-minute cooldown.
Nothing defensive was taken away. Will of the Forsaken still breaks Charm, Fear and Sleep. Will to Survive still removes stuns. Stoneform still clears bleeds, poisons and diseases. Hardiness still cuts stun duration by 20%. The trait rewrite expanded options; it did not remove the escape hatches that PvP depends on.
The community read on this has been consistent since the beta opened. Infinite Start's launch write-up made the point bluntly: Undead are among the weakest races in modern retail because of their racials, and Forever's retained and amplified Touch of the Grave makes them desirable in every role. On paper, the same argument now applies to Troll Warlocks and Orc Mages.
What this does not settle
Three caveats before anyone builds a plan on the table above.
- The grid is not a promise. We are reporting the combinations Blizzard named in prose. If you want to confirm that a specific race-and-class pair is legal, the authoritative source is character creation in the beta client, not a table in a news post.
- The Skyborne cost money. Access to the race is tied to the upgrade purchase rather than the base subscription, and the cheapest pack that includes it — the Skyborne Heroic Pack — does not include beta access. If the new race is your reason to care, that distinction is worth the two minutes it takes to read the store page properly.
- Numbers move in betas. Racial values are among the most frequently tuned things in any expansion, and the level cap is currently 20, rising to 30 later in the test. Treat these as the September 22 state of the design, not the November 4 state of the game.
The larger takeaway is about what Forever is willing to change. The original game's racials were a closed system: they described the fantasy of a race and priced it accordingly, which is why Undead and Troll players spent years arguing about which was worse. Forever has kept the flavours and rewritten the exchange rate — and has now published the whole ledger in public, ten days into a beta that still has a month to run.
Sources and further reading
External references used to verify or expand this article.