A brutal attack that deals 40% weapon damage. Deals an additional 80% weapon damage against Giants, Dragonkin, and mounted targets. Mounted targets are dismounted.
WoW Forever new talents and abilities
New talents can change which abilities you use, how you manage resources and when you spend a cooldown. Browse by class to see what each addition does, then check its ranks and prerequisites before committing points.
Only talents marked NEW in the current data are listed below. For learned abilities and spell ranks, use the spell database. Recent changes are on the Updates page; build details are on the Sources page.
117 talents are marked NEW in the current trees. Changed and removed talents are listed separately.
Some additions create a button, proc or cooldown. Others improve damage, healing, control, resources or survival in the background.
Check each talent's ranks and prerequisites in the class calculator before adding it to your build.
Five new talents that change how classes play
Mutilate
Strikes with both daggers at once for two combo points, and hits 20% harder on poisoned targets. Assassination now opens fast instead of chasing the enemy's back.
Lava Burst
Deals 20% more damage when Flame Shock is already on the target. It's Elemental's new big finishing hit, and the reason to keep Flame Shock up.
Penance
A 2-second channel that either damages an enemy or heals an ally. It's Discipline's first real attack spell, one that doubles as healing.
Heating Up
Qualifying Fire critical strikes shorten Pyroblast’s cast time, stacking up to three times. Fire Blast also grants a stack whenever it deals damage, so it can help build the effect without a critical hit.
Eclipse
Each Wrath you cast shortens your next Starfire casts, and the charges stack. Balance finally has a rhythm to its rotation.
New talents by class
Each class section lists talents marked NEW in the current beta data. Open a talent name for its rank details, or use the class calculator to see how it fits into the surrounding talent trees.
Warrior
Try Protection first: Vanguard lets you Charge while in Defensive Stance, Bastion adds damage while your shield is up, and Master of Defense turns dodges and parries into Rage. Fury gets quality of life too: Boundless Rage raises your rage cap, and Raging Blows lets Whirlwind swing with your off-hand as well.
Grants your Main Hand melee attacks against enemies afflicted by your Rend a 20% chance to allow an activation of Overpower.
Gives your melee weapon attacks a benefit depending on the weapon. Axe/Polearm: Increases your critical strike chance by 5%. Mace/Staff: Your attacks ignore 15% of your target's armor. Sword: Your successful melee attacks have a 5% chance to trigger an extra attack on the target.
Increases the time before your Rage begins to decay after leaving combat by 10 sec.
Increases your chance to hit with off-hand attacks by 10%.
Reduces the Rage cost of your Cleave and Whirlwind abilities by 3.
Your Enrage, Berserker Rage, Bloodrage, Death Wish, and Bloodthirst abilities cause your next 3 melee attacks to restore 1.0% of your maximum Health.
Grants you a 100% chance to generate 5 Rage when you Dodge or Parry while a shield is equipped.
Your Charge ability is now usable while in Defensive Stance.
Reduces the Rage cost of your offensive abilities by 3.
Paladin
The Holy capstone Light's Vigil marks a target, and your next Holy Shock on them has no cooldown: it heals their party or damages enemies and refunds most of the mana. Protection gets Templar's Bulwark, a shield worth your full health bar for 8 seconds. Retribution's Holy Strike hits harder at every rank, and the capstone Twist of Light lets you swap seals and still land the replaced seal's effect with your next swing.
Grants you immunity to Silence and Interrupt effects for 6 sec.
Allows 30% of your Mana regeneration to continue while casting.
Reduces the mana cost of your Cleanse and Purify spells by 20% and reduces the cooldown of your Exorcism and Holy Wrath spells by 33%.
Your Holy Shock and Flash of Light critical hits reduce the cast time of your next Holy Light cast within 15 sec by 1.0 sec.
Improves your chance to hit with Holy spells by 18%.
Gives your Holy spells 10% increased damage against the first 4 enemies that enter your Consecration.
Applies Light's Vigil to the target for 30 sec. Your next Holy Shock cast on them triggers no cooldown and causes enemy targets to suffer 175 to 189 Holy damage and refund 75% of Light's Vigil's Mana cost, or allied targets to heal their party for 325 to 343. You may only have one Light's Vigil active per party.
When Seal of Fury's shield is fully absorbed, restore 60 Mana, increased by 15% per level the attacker is above you, up to 45%.
Increases your total Stamina by 4% and reduces the cooldown of your Divine Shield, Divine Protection, and Templar's Bulwark spells by 60 sec.
Finishes the remaining cooldown on your Judgement ability and reduces the Mana cost of your next Judgement by 100%.
When activated, this ability grants you an absorb shield equal to 100% of your maximum health for 8 sec. Applies Forbearance for 1 min. Cannot be cast while Forbearance is active.
Increases the threat generated by your Holy Strike ability by 25%. While Righteous Fury is active, Holy Strike also reduces your damage taken by 10% for 6 sec.
Reduces the mana cost of your Consecration, Holy Wrath, Exorcism, and Hammer of Wrath spells by 40%.
Gives your Judgement ability a 100% chance to return 60% of the Mana cost of the judged seal.
Increases the damage of your Holy Strike ability by 20% and causes it to refresh all Judgement effects on the target.
Increases your spell damage by up to 30% of your Intellect.
Reduces the cast time of your Hammer of Wrath by 1.0 sec, and reduces all threat you generate by 20% while Righteous Fury is not active.
Reduces the Mana cost of your Seal spells by 20%, and when you replace your Seal of Command, Seal of Righteousness, Seal of Fury, or Seal of Justice with a different Seal, you gain an Echo of that Seal. Your next melee attack applies the replaced Seal's effects, consuming the Echo.
Hunter
Summon Hawk is a new button: the hawk dive-bombs your target for 18 seconds, but it shares a cooldown with Arcane Shot, so you trade one for the other. Marksmanship rewards the killing blow: Rapid Killing makes your next Shot hit harder after a kill, and Rapid Recuperation keeps your mana flowing while you cast. Survival even gets a real melee kick in Strider Kick, and Resourcefulness cuts the mana cost of traps.
Increases all damage you and your pet deal by 2% while your pet is active.
Command a hawk to dive-bomb your targeted enemy, dealing 32 plus 5% of your Ranged Attack Power Physical damage and continuing its assault for 18 sec. Only 2 hawks can be active at once. Summon Hawk shares its cooldown with Arcane Shot.
Increases your Attack Power by 100% of your Intellect.
Reduces the cooldown on your Rapid Fire ability by 2 min. In addition, when you kill a non-trivial enemy or it dies while afflicted by your Serpent Sting, you gain Rapid Killing, increasing the damage of your next Shot ability within 20 sec by 20%.
You deal 20% increased damage with all attacks while you do not have an active pet.
Afflicting a target with Serpent Sting allows 50% of your Mana Regeneration to continue while casting for 15 sec, increased to 100% when Rapid Killing is consumed.
A long-range shot that deals ranged damage plus 160 and increases the range of your next 3 Shots by 10 yards for 10 sec.
While tracking Beasts, Demons, Dragonkin, Elementals, Giants, Humanoids, or Undead, all damage you deal to the tracked creature type is increased by 5%.
Increases your chance to hit with your Trap and Feign Death abilities by 10%.
Increases your melee ability critical strike damage by 30% and your Off Hand weapon damage by 50%.
Reduces the Mana cost of your Trap and melee abilities by 60%, and grants your melee and ranged ability Critical Strikes a 100% chance to allow 50% of your Mana Regeneration to continue while casting for 30 sec.
Grants your melee and ranged attacks against enemies afflicted by Hunter's Mark a 10% chance to allow an activation of Mongoose Bite. Lasts 10 sec.
Reduces the cooldown of your Trap and Deterrence abilities by 40%.
A powerful kick that deals 100% melee weapon damage and increases movement speed by 30% for 3 sec.
Your Mongoose Bite also causes the target to Bleed for damage equal to 40% of the damage done by Mongoose Bite over 21 sec
Rogue
Mutilate strikes with both weapons at once for two combo points and hits 20% harder on poisoned targets, which pairs well with the Venom finisher that boosts all your poison damage. Subtlety's new finishers change your priorities: Quietus adds damage against targets below 35% health, Cutthroat can let Ambush fire without stealth, and Thousand Cuts makes Rupture ticks discount your next Hemorrhage or Backstab. Dirty Deeds also frees Garrote from the behind-the-target rule.
Instantly attacks with both weapons for 75% weapon damage plus an additional 13 with each weapon. Damage increased by 20% against Poisoned targets. Awards 2 Combo Points.
Finishing move that increases the damage of your Poisons by 30% and your chance to apply Poisons by 10%. Lasts longer per combo point: 1 point : 9 sec 2 points: 12 sec 3 points: 15 sec 4 points: 18 sec 5 points: 21 sec
Reduces the Energy cost of your Eviscerate ability by 10.
Gives your melee weapon attacks a benefit depending on the weapon. Axe/Sword: Your successful melee attacks have a 5% chance to trigger an extra attack on the target. Dagger/Fist: Increases your critical strike chance by 5%. Mace: Your attacks ignore 15% of your target's armor.
Reduces the Energy cost of your Sap and Blind abilities by 50%.
Increases the radius of your Distract ability by 5 yds, and further reduces the Stealth detection of distracted enemies as though they were an additional 2 levels lower.
Your Sinister Strike, Ghostly Strike, and Hemorrhage abilities cause 10% more damage against targets below 35% health.
Your Backstab has a 15% chance to cause your next Ambush within 10 sec to not require Stealth.
When your Rupture ability deals periodic damage, the Energy cost of your next Hemorrhage or Backstab ability within 10 sec is reduced by 3, stacking up to 5 times.
Priest
Penance is a 2-second channel that either damages an enemy or heals an ally, so Discipline finally has a damage button that doubles as healing. Divine Aegis turns your critical heals into small shields, Binding Heal heals you and your target together, and Prayer of Mending bounces between party members each time its heal lands. Shadow gets Devouring Contagion: enemies that die with your Devouring Plague active spread it to someone nearby.
Your Smite and Penance spells deal 10% increased damage to targets afflicted with your Holy Fire or Shadow Word: Pain.
Increases the damage and healing of your instant cast spells by 5%.
Improves your chance to hit with Holy spells by 18%.
Reduces the cooldown on your Power Word: Shield spell by 4 sec and reduces its mana cost by 15%.
Launches a volley of holy light at the target, causing 44 Holy damage to an enemy, or 133 healing to an ally, instantly and every 1 sec for 2 sec.
Your heals from Flash Heal, Binding Heal, Lesser Heal, Heal, Greater Heal, and Penance gain 10% increased critical strike chance when cast on targets with Weakened Soul, and reduce the remaining duration of Weakened Soul on their target by 5 sec.
Your non-periodic critical heals create a protective shield on the target, absorbing 15% of the amount healed. Shields up to 1,200 damage and lasts 12 sec.
Heals a friendly target and the caster for 236 to 284. Low threat.
When you cast a healing spell, gain Mana equal to 10% of the base cost of the spell if your previous heal was a different spell.
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.
Each instance of damage of Mind Flay deals 20% more damage than its previous instance of damage.
Your Mind Blast and fully channeled Mind Flay causes Dark Inspiration, increasing yours and your party's Spirit by 15% for 10 sec.
Reduces the mana cost of your Devouring Plague by 50%. Targets that die while Devouring Plague is active spreads it, jumping to 2 nearby enemies within 10 yds for the remaining duration.
Increases Shadow Word: Death's critical strike chance on targets at or below 20% health by 30%.
Shaman
Lava Burst deals 20% more damage when Flame Shock is already on the target, so keeping it up is the whole Elemental game. Lightning Overload can fire a second, free copy of your Lightning Bolt or Chain Lightning at half damage. Enhancement builds Maelstrom Weapon stacks with melee hits to make Lightning Bolt nearly instant, and Rage of the Farseer is a 30% attack-speed cooldown for burn phases. Restoration gets Riptide: an instant heal plus a heal-over-time that also boosts your Chain Heal on that target.
Gives your Lightning Bolt and Chain Lightning spells a 10% chance to cast a second, similar spell on the same target at no additional cost that causes half damage and no threat.
Your Earthbind Totem Immobilizes nearby targets for 5 sec when cast.
You hurl molten lava at the target, dealing 113 to 145 Fire damage. If your Flame Shock is on the target, Lava Burst deals 20% increased damage.
Increases your Attack Power by an amount equal to 100% of your Intellect.
Reduces the mana cost of your Shock and Lightning Shield spells by 45%.
Increases your spell damage and healing by up to 30% of your Intellect.
When you Stormstrike, you have a 100% chance to gain 50% mana regeneration while casting spells for 15 sec, and Stormstrike's cooldown has a 100% chance to reset each time you Dodge or Parry.
When you deal damage with a melee attack, you have a chance to reduce the cast time and Mana cost of your next Lightning Bolt spell by 20%. Stacks up to 5 times. Lasts 30 sec.
Increases your attack speed by 30% for 25 sec.
Allows 50% of your Mana regeneration to continue while casting.
The caster is surrounded by 3 globes of water. When a spell, melee, or ranged attack hits the caster or when one of the caster's spells gets a critical result, 2% of maximum mana is restored to the caster, expending one water globe. Only one globe will activate every few seconds. Lasts 10 min. Only one Elemental Shield can be active on the Shaman at any one time.
Heals a friendly target for 485 to 533, an additional 445 over 15 sec, and increases the effectiveness of your Chain Heal casts directly on that target by 25%.
Mage
Heating Up rewards Fire crits: each crit with Fireball, Frostfire Bolt, Fire Blast or Scorch cuts your Pyroblast cast time, stacking up to three times. Missile Barrage can make your next Arcane Missiles fast and free after your nukes. Fingers of Frost makes your next spells count as if the target were Frozen, which is exactly when Ice Lance hits for triple damage. Arcane Blast itself is new: each cast raises your other spells' damage while making itself pricier, so it becomes a ramp-up game.
Increases the range of your Arcane spells by 6 yards.
Blasts the target with energy, dealing 34 to 38 Arcane damage. Each time you cast Arcane Blast, you gain 15% of your Intellect as Spell Damage and the mana cost of Arcane Blast is increased by 175%. Effect stacks up to 4 times and lasts 15 sec from time of initial application.
Launches a projectile of pure Arcane energy at the enemy target, causing 122 to 146 Arcane damage. This spell gains additional Spell Damage equal to 5% of your maximum Mana.
Gives your Arcane Blast spell a 40% chance, your Arcane Missile hits a 10% chance, and your Arcane Wrath, Fireball, Frostbolt, and Frostfire Bolt spells a 20% chance to reduce the channeled duration of your next Arcane Missiles spell by 50%, reduce the Mana cost by 100%, and missiles fire every 0.5 sec.
Non-periodic critical strikes with Fireball, Frostfire Bolt, Fire Blast, and Scorch reduce the cast time of your next Pyroblast cast within 20 sec by 25%, stacking up to 3 times. Fire Blast grants an additional stack every time it deals damage.
Deals 28 to 32 Frost damage to an enemy target. Deals 200% increased damage to Frozen targets.
Gives your Chill effects a 15% chance to grant you the Fingers of Frost effect, which treats your next 2 spells cast as if the target were Frozen. Lasts 15 sec.
Warlock
Pandemic lets your damage-over-time spells crit harder, and Wrack is a channeled spell that also makes the target take more damage from your other dots. Soul Siphon rewards stacking effects: your drains hit harder for every other Affliction spell on the target. Demonology's Demonic Pact lets you keep the Demonic Sacrifice buff while a different demon is out, so you no longer choose between the buff and the pet. Destruction gets Bane of Havoc, which splashes a share of everything you do onto a second target.
Killing a non-trivial target afflicted by your Drain Soul increases your Mana regeneration by 100% for 10 sec and allows 100% of normal Mana regeneration to continue while casting.
Increases health drained or damage done by your Drain Life, Drain Soul, and Wrack spells by 20%.
Increases the critical strike damage bonus of your Corruption, Bane of Agony, Bane of Doom, Drain Soul, Drain Life, Siphon Life, and Wrack spells by 100%.
Increases the critical effect chance of your Shadow spells by 5%.
Tears the target apart from within, inflicting 36 Shadow damage every 1 sec and increasing the damage they take from your other Shadow damage over time effects by 10% for 6 sec.
Increases the effectiveness of your Demon Skin and Demon Armor spells by 30%.
You heal your pet for 15% of all spell damage you deal. When you gain Mana from Life Tap, your summoned demon gains 100% of the Mana you gain.
Reduces the cooldown of your Soul Fire spell by 90%. When you cast Shadow Bolt or Searing Pain on an enemy below 35% health, they deal 6% increased damage, and for the next 10 sec your Soul Fire spell has its cast time reduced by 40% and costs no Soul Shards.
Your Searing Pain generates 50% less threat and brands the target for 10 sec. Your pet's next 6 attacks against the target deal 65 to 68 Fire or Shadow damage based on the pet. If Shadow damage is dealt, it has high threat.
Increases the Attack Power reduction of your Felhunter's Tainted Blood, the healing of its Devour Magic, and the detection level of its Paranoia by 30%, and reduces the cooldown of its Spell Lock by 6 sec.
Increases your spell damage and your Demon pet's spell damage by up to 100% of your level while you have a summoned Demon pet active.
Your Demonic Sacrifice effect is no longer cancelled by summoning a different Demon pet. Resummoning the sacrificed pet will still cancel the effect.
Reduces all damage taken by 10%.
Afflicts the target for 5 min, causing 15% of all damage done by the Warlock to other targets to also be dealt to the cursed target. Bane of Havoc is limited to 1 target, and only one Bane per Warlock can be active on any one target.
Increases the critical strike chance of your Conflagrate spell by 25%.
Hitting an enemy with Conflagrate increases all Shadow damage you deal by 10% for 20 sec, and hitting an enemy with Shadowburn increases all Fire damage you deal by 10% for 20 sec. In addition, Conflagrate has a 100% chance not to consume Immolate, and Shadowburn has a 100% chance to instantly refund a Soul Shard.
Deals 99 to 113 Fire damage to your target and an additional 25% damage if the target is afflicted by Immolate.
Druid
Eclipse rewards casting Wrath: each one shortens your next Starfire casts and the charges stack, so you weave them deliberately. Feral's Primal Bite is a straightforward bear-form strike, and Berserk turns it into a 15-second rampage: it hits three targets, loses its cooldown, and your combo builders crit. Restoration's Wild Growth heals the target's whole party over 7 seconds, strongest at the start, and Gift of the Earthmother shortens the global cooldown on your main heal-over-time spells.
Increases the periodic damage and healing done by your spells and abilities by 5%.
Increases your critical strike chance with spells and melee attacks by 4%.
Increases the duration of your Moonfire and Rejuvenation spells by 3 sec, your Regrowth spell by 6 sec, and your Insect Swarm spell by 2 sec.
Increases the maximum number of targets you may have affected by Entangling Roots by 2.
Your Wrath spell reduces the cast time of your next 2 Starfire spells by 0.50 sec. Stores up to 4 charges. Lasts 15 sec.
Instantly convert 55% of base Mana into 40 Energy. Shifting Power's cost is reduced by effects that reduce the cost of Shapeshifting.
Bite the target, dealing 100% normal damage plus 26 and generating a high amount of threat.
Reduces the cooldown of your Shifting Power spell by 8 sec.
Increases the critical strike damage bonus of your melee abilities by 20% and increases your spell healing by 25% of your Intellect.
Increases your dodge chance by 5%, and gives you a 100% chance to gain 5 Rage each time you dodge.
Increases damage done by your melee abilities on Bleeding targets by 10%.
Causes your Primal Bite ability to strike up to 3 targets, removes its cooldown, and increases the critical strike chance of your Combo Point-generating abilities by 100%. Clears and grants immunity to Fear effects for the duration. Lasts 15 sec.
Reduces the global cooldown by 0.5 seconds on your Rejuvenation, Swiftmend, and Wild Growth spells.
Increases your Spirit by 15%.
Heals the target and their party for 336 over 7 sec. Party members must be within 43 yards of target. The amount healed is applied quickly at first, and slows down as Wild Growth reaches its full duration.
How to evaluate a new talent
Before spending points on a new talent, check its effect and how many points you need to reach it:
- Open your class calculator.
- Open the class page's talent reference and find the NEW label.
- Read the full ranks, row and prerequisites before adding the talent.
- Save the build and send the link to your guild or group.
New talent FAQs
Which talents are included in the WoW Forever abilities reference?
117 talents marked NEW in the current beta tree data are covered across all nine classes. It is a talent reference, not a complete trainer spellbook.
How do I find a new talent in the calculator?
Open the relevant class calculator or talent reference and look for the NEW label beside the talent. Open it to read its ranks, row and prerequisites before adding it to a build.
Are new talents active abilities or passive effects?
Both. Some new talents add a button or proc to your rotation, while others improve damage, healing, control, resources or survivability without adding a button.
Do new talents change how a class plays?
Some do. Eclipse rewrites the Balance druid's cast order, Maelstrom Weapon makes Enhancement's Lightning Bolt nearly instant, and Mutilate gives Assassination a new opener. Many others are quiet power rather than new buttons, so test a new pick inside a complete build instead of judging it by name.
Which new talents should I learn first?
Start with the five examples above: Mutilate, Lava Burst, Penance, Heating Up and Eclipse are the highest-impact additions. Then open your class calculator and look for the NEW badge on talents in the tree you actually play. A new talent only earns its points if it fits your role and the content you run.
Is this list up to date?
It reflects the current beta snapshot used by the calculator. Check the Updates and Sources pages because talent wording and availability can change.
