Guide
WoW Forever racials: every race gets two actives and two passives — the Dwarf and Undead reworks Blizzard has shown, and the six races it hasn't
The rule for WoW Forever racials fits in one sentence from Blizzard's Deep Dive: 'Each race now has two active abilities and two passive abilities, tuned to provide a similar amount of offensive power while preserving signature utility.' The purpose is stated just before it — racial abilities 'have been reworked to feel stronger, more distinct, and more meaningful without pushing every race toward the same strengths' — and the reason is the six new race-class combinations, which give players 'a reason to experience the journey from a new perspective'. Blizzard then works through two races in full. Those two are below, verbatim in substance; the other six Classic races and the Skyborne have no published racials yet, and this page says so rather than filling the gap.
The rule: two actives, two passives, similar offensive power
Classic races had uneven kits — some with one active and three passives, some with abilities that mattered only in PvP or only for one class. Forever's rule standardises the count and, crucially, the power: 'tuned to provide a similar amount of offensive power while preserving signature utility'. The phrase 'offensive power' is doing work here. It suggests every race gets a damage-relevant component of comparable value, so that a race choice is about utility and flavour rather than a hidden DPS tax — a long-running complaint about Classic's Troll Berserking versus, say, Gnome Escape Artist.
Blizzard's two examples show the pattern: an existing active keeps its identity but has its defensive or utility component adjusted; an existing passive is broadened; a new damage passive is added; one ability is left alone.
The other half of the sentence — 'preserving signature utility' — is the constraint that keeps races from converging. Stoneform still cleanses, Will of the Forsaken still breaks fear, Find Treasure still finds treasure. What Blizzard says it is equalising is the offensive share, which is where Classic's race choice quietly decided damage output; what it says it is protecting is the reason each race was ever picked.

Dwarf: Stoneform, Find Treasure, Mace Specialization, Big Game Hunter
'Dwarves, for example, keep Stoneform's focus on removing and granting immunity to Bleeds, Poisons, and Diseases, but its defensive bonus now reduces Physical damage taken instead of increasing Armor, making it useful to more classes.' Armor was worth little to a cloth-wearing Dwarf Priest; a flat Physical-damage reduction is worth the same to everyone, which is what 'useful to more classes' means — and there are now more Dwarf classes, with the Dwarf Shaman joining.
'Find Treasure can now remain active alongside other tracking abilities' — the Classic limitation that a Hunter had to choose between Track Beasts and Find Treasure is gone. 'Mace Specialization increases critical strike chance with all spells and abilities while a mace is equipped' — Classic's version was a chance to stun with maces; the new one is a crit passive that a Dwarf caster holding a mace also benefits from, which lines up with the merged crit stat elsewhere in the recap. 'Big Game Hunter grants increased damage against Beasts, giving Dwarf characters moments where they can shine in the right encounters' — the new offensive passive.
| Ability | Type | Forever version |
|---|---|---|
| Stoneform | active | removes/immunes Bleeds, Poisons, Diseases; reduces Physical damage taken (was +Armor) |
| Find Treasure | active | stays on alongside other tracking |
| Mace Specialization | passive | crit chance with all spells and abilities while a mace is equipped |
| Big Game Hunter | passive (new) | increased damage against Beasts |
Undead: Will of the Forsaken, Cannibalize, Underwater Breathing, Touch of the Grave
'Undead racial abilities are being reshaped with the same design goals. Will of the Forsaken still removes Charm, Fear, and Sleep, but no longer grants immunity to those effects.' That is the one racial nerf Blizzard describes in either example: the Classic five-second immunity window is gone, leaving the break. 'Cannibalize now restores Mana as well as Health, increasing its usefulness for mana-using classes such as Mages, Warlocks, Paladins, and Priests' — Paladins are in that list because Undead can now be Paladins. 'Underwater Breathing remains unchanged but continues to matter in old and new underwater combat situations' — a nod to the Drowned City dungeon and 'naga and pirates', though Blizzard does not draw the line explicitly. 'Touch of the Grave gives Undead characters a new damage-focused racial with a survivability edge by giving attacks a chance to drain life from enemies.'
Compared with the Dwarf set, the Undead rework trades a PvP-defining immunity for a sustained-damage passive, which is the clearest illustration of 'similar amount of offensive power' in the recap.
| Ability | Type | Forever version |
|---|---|---|
| Will of the Forsaken | active | removes Charm, Fear, Sleep; no longer grants immunity |
| Cannibalize | active | restores Mana as well as Health |
| Underwater Breathing | passive | unchanged |
| Touch of the Grave | passive (new) | attacks have a chance to drain life |
Before and after, using only what Blizzard's wording implies about Classic
The Deep Dive describes each change relative to the ability it replaces, so a before/after can be read straight from the sentences without guessing Classic numbers. Stoneform 'now reduces Physical damage taken instead of increasing Armor' — so the Classic version increased Armor. Will of the Forsaken 'no longer grants immunity' — so the Classic version did. Find Treasure 'can now remain active alongside other tracking abilities' — so it could not before. Cannibalize 'now restores Mana as well as Health' — so it restored Health only. Mace Specialization is described only in its new form; Blizzard does not say what it did, and this site does not fill that in. Big Game Hunter and Touch of the Grave are described as new.
The table is limited to those implications. Where Blizzard's sentence does not state the previous behaviour, the cell says so.
| Ability | Before (as implied by Blizzard's sentence) | After |
|---|---|---|
| Stoneform | defensive bonus increased Armor | reduces Physical damage taken; still removes/immunes Bleed, Poison, Disease |
| Find Treasure | could not run with other tracking | runs alongside other tracking |
| Mace Specialization | previous effect not stated in the recap | crit chance with all spells and abilities while a mace is equipped |
| Big Game Hunter | did not exist | increased damage against Beasts |
| Will of the Forsaken | removed and granted immunity to Charm, Fear, Sleep | removes them; no immunity |
| Cannibalize | restored Health | restores Health and Mana |
| Underwater Breathing | unchanged | unchanged |
| Touch of the Grave | did not exist | attacks have a chance to drain life |
Racials and the PvP ruleset's balance systems
The only place Blizzard connects racials to balance is indirect. Describing the realmless PvP ruleset, the Deep Dive says 'faction balance remains an important consideration, and World of Warcraft: Forever will include systems intended to support Horde and Alliance balance similar to the approach introduced in Season of Discovery'. It does not name the systems. What it does state is the goal for racials themselves — 'similar amount of offensive power' — which is a balance statement in its own right: the race you pick should not decide your damage.
Will of the Forsaken losing its immunity window is the concrete example of a PvP-defining racial being brought in line, and it is the only racial reduction Blizzard mentions. Whether Human, Gnome, Orc or Troll actives are adjusted in the same direction is not published.
The six races without published racials, and the Skyborne
Human, Night Elf, Gnome, Orc, Tauren and Troll: Blizzard has said only that the two-active/two-passive rule applies to every race and that the reworks aim to avoid 'pushing every race toward the same strengths'. No ability names or changes are published. For the Skyborne, the What's Next recap promises 'new racials, customizations, voices, dances, and visual options' and nothing more specific; the Skyborne page collects what is known about the race.
It is reasonable to expect the pattern to hold — an adjusted signature active, a broadened passive, a new offensive passive, one ability untouched — but that is a reading of two examples, not a statement, and this site does not list guesses as racials.
Why the rework matters more in Forever than a stat tweak would
Three Forever systems lean on race choice. The six new race-class combinations exist to make a second character 'from a new perspective', which only works if the racials feel different. The Legacy system rewards 'leveling a specific class' with account-wide points, so the alt you roll is a real decision. And the realmless PvP ruleset promises 'systems intended to support Horde and Alliance balance similar to the approach introduced in Season of Discovery' — where racials are part of the balance conversation. Removing Will of the Forsaken's immunity is exactly the kind of change that conversation produces.
There is also a stat-system link. Mace Specialization becoming a crit passive 'with all spells and abilities' would have been awkward in Classic, where spell crit and melee crit were separate pools; in Forever they are merged, so one passive covers both. The itemization page explains the merge.
What to read next
The race-class combinations page has the launch matrix. The Skyborne page has the new race. The Paladin page shows how Cannibalize's Mana return meets the Undead Paladin. The classes hub tracks which class and race articles Blizzard has published.
Questions people ask
- How are racials changing in WoW Forever?
- Every race gets two active and two passive abilities, 'tuned to provide a similar amount of offensive power while preserving signature utility', per the Deep Dive recap.
- Which races have published racials so far?
- Dwarf and Undead only, as of 16 September 2026.
- Does Will of the Forsaken still grant immunity?
- No. It still removes Charm, Fear and Sleep but no longer grants immunity to them.
- What is Touch of the Grave?
- A new Undead passive: attacks have a chance to drain life from enemies.
- What does Stoneform do now?
- Still removes and grants immunity to Bleeds, Poisons and Diseases; its defensive bonus now reduces Physical damage taken instead of increasing Armor.
- What are the Skyborne racials?
- Not published. Blizzard promises 'new racials' for the race but has not listed them.
- Does Cannibalize help an Undead Paladin?
- Yes — Blizzard names Paladins among the mana-using classes the Mana restore is meant to help.
- Is any racial being removed?
- Not in the two published kits. Every Classic ability named is kept in some form; the only reduction is Will of the Forsaken losing its immunity.
- Do racials differ by faction for the Skyborne?
- Not stated. The 'elemental' and 'arcane' framing describes the class access, not the racials.
- Why were racials reworked at all?
- Blizzard ties it to the new race-class combinations — racials 'give players a reason to experience the journey from a new perspective' — and to keeping races distinct without 'pushing every race toward the same strengths'.
Sources & further reading
- Blizzard — World of Warcraft: Forever Deep Dive panel recap (camping, professions, Legacy, realmless, transmog, combat, itemization, races, talents, Paladin), read 16 Sep 2026
- Blizzard — World of Warcraft: Forever What's Next panel recap (zones, dungeons, raids, battleground, roadmap), read 16 Sep 2026
Read next
- WoW Forever classes and races
WoW Forever classes and races: the nine Classic classes, the Skyborne, six new race-class combinations, the Paladin rework, talents and racials — sourced.
- WoW Forever race class combinations
WoW Forever race class combinations: the six new pairings (Gnome Priest, Human Hunter, Dwarf Shaman, Orc Mage, Troll Warlock, Undead Paladin) and the Skyborne.
- WoW Forever Skyborne race
WoW Forever Skyborne race: windswept elves from Zephras Isle, Windshaper Horde or High Order Alliance, classes by faction, druid forms and the pack unlock.
- WoW Forever Paladin changes
WoW Forever Paladin changes in full: Holy Strike, Seal of Fury, baseline Consecration and every named talent Blizzard has published — nothing invented.
- WoW Forever itemization
WoW Forever itemization from the Deep Dive: merged hit and crit, healing that also hits, situational trinkets, quest rewards and blue dungeon uniques — sourced.
- WoW Forever realmless rulesets
WoW Forever realmless explained: Normal, PvP, Roleplaying and Hardcore rulesets replace realms; two-part names unique per region; name reservation 27 Oct–3 Nov.
Part of WoW Forever classes and races. Back to the WoW Forever Playbook home page.

Sukie · Editor
Sukie runs WoW Forever Playbook. She reads every Blizzard article, panel recap and forum post about World of Warcraft: Forever, checks each number against the source before it goes on a page, and rewrites anything a later Blizzard post contradicts. The focus is narrow on purpose: what Blizzard has actually said, with the source attached.
About this site · How pages are checked · Last updated September 16, 2026
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