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WoW Forever launched on November 4 with eight trainer or newly baseline class abilities that every character in that class can pick up without spending a gold medal. Training every class ability from level 1 to 60 costs about 206 to 207 gold, so the WoW Forever Gold you take to the trainer lands in the same range on every class. Warlock training is reduced to offset the gold their pet Grimoires still cost. Newly trained ranks are no longer dropped onto your action bars automatically; you have to place each one yourself.

The first three come in before level 20.

AbilityClassLevel
Holy StrikePaladin6
Seal of FuryPaladin10
ReviveDruid12

The other five land at 20, except Frostfire Bolt, which waits until 40.

AbilityClassLevel
Victory RushWarrior20
Aimed ShotHunter20
Fear WardPriest20
Call of the ElementsShaman20
Frostfire BoltMage40

Talents still open at level 10, with one-point gold medals at 11, 16, 21, and 31 points. Dual Specialization unlocks at 40, the same level Mages train Frostfire Bolt.

Holy Strike and Seal of Fury land before you spend a talent point

Holy Strike is in the Paladin book at level 6.

  • It is an instant Holy melee hit.
  • It deals 50 percent of your equipped weapon damage plus a bonus that goes up with each new rank.

Protection later spends Iron Creed and Shieldsworn on that strike:

  • Iron Creed raises the threat from Holy Strike by 10, 20, or 30 percent across three talent points, and grants 2, 4, or 6 percent damage reduction for 6 seconds after you use it while Righteous Fury is up.
  • Shieldsworn, the Protection capstone, cuts Holy Strike’s cooldown by 4 seconds, makes the strike come from your shield so it can trigger block talents without spending their charges or cooldowns, and lets you block spells for 6 seconds.

Seal of Fury arrives at level 10 as the tanking seal.

  • Each melee swing deals a flat amount of bonus Holy damage, which favors a faster weapon because the bonus does not scale with weapon speed the way Seal of Righteousness does.
  • Half of that bonus Holy damage becomes an absorption shield; extra applications do not stack the shield higher.
  • Judgement of this seal deals more Holy damage and taunts the target from 10 yards. Warrior Taunt and Druid Growl still stop at 5 yards, so this is the only tank taunt that reaches that far.
  • Judgement no longer consumes the active seal, and Judgement of Fury itself lasts 3 seconds.

Righteous Fury is also trainable at level 10. It adds 33 percent threat to everything you do and another 90 percent threat from Holy damage. Blessing of Salvation, Mass Salvation, Revoke, and Blessing of Light are gone, and the other tank threat bonuses were raised to cover the gap:

  • Defensive Stance now grants 80 percent extra threat.
  • Bear Form and Dire Bear Form grant 115 percent.
  • Consecration is trained by every Paladin at level 20. It deals moderate damage to the first four enemies that enter it and very low damage to everyone after that, which keeps Paladin threat in line with a Warrior’s Thunder Clap rather than turning the pull into a wide AoE tank.
  • Blessing of Kings is baseline, and Lay on Hands is on a 20-minute cooldown.

Revive is in the Druid book at 12, after the fight is over

Revive is a new out-of-combat resurrection, trained at level 12.

  • Once the pull is over and nobody is still in combat, a Druid in the group can bring a dead teammate back without a run to a Spirit Healer.
  • It will not fire mid-fight, so a death during the pull still means a Spirit Healer or a wait until the combat flag clears.

Warrior, Hunter, Priest, and Shaman all add a new baseline button at 20

Four of the eight spells share the same trainer visit at level 20.

Victory Rush only arms after a kill that counts

Warriors learn Victory Rush at level 20.

  • It is an instant attack on a 30-second cooldown.
  • The hit scales with Attack Power, and the Warrior is healed for 10 percent of maximum health.
  • The spell only becomes usable during a 20-second window after you kill a non-trivial enemy, so a grey mob or a trivial add will not arm it.

Tactical Mastery, trained at level 14, lets you keep 10 Rage when you change stance. Improved Tactical Mastery is a three-point Arms talent that adds 5, 10, or 15 more, for a maximum of 25 Rage carried across a stance swap if you change stance after the kill to spend the rush.

Aimed Shot is in every Hunter book, and every trap shares one cooldown

  • Aimed Shot is baseline for every Hunter at level 20.
  • Arcane Shot no longer shares a cooldown with it. Multi-Shot does.
  • On November 2, the bonus damage on every rank of Aimed Shot was raised by about 110 percent.
  • Traps can be placed in combat, still at your feet, and every trap type now shares a single 30-second cooldown.

Fear Ward is no longer locked to one Priest race

  • Fear Ward and Devouring Plague are both trainable by every Priest at level 20, regardless of race.
  • As of the November 9 hotfix, casting Fear Ward no longer drops Shadowform.
  • Divine Spirit is baseline at level 30.
  • Shadow Word: Death is baseline at level 32: it deals instant Shadow damage, and if the target lives, the Priest takes 30 percent of maximum health in return. A miss does not deal that backlash.

Call of the Elements plants four totems in one 3-second cast

Call of the Elements, trained at level 20, unlocks the totem bar.

  • You store one totem of each element and drop the whole set with a 3-second cast.
  • The mana cost is the sum of the four totems.
  • Call of the Spirits at level 30 and Call of the Ancestors at level 40 each add another saved set.
  • Totemic Recall, also trained at 20, immediately destroys your totems and returns 25 percent of their mana cost.
  • Totemic Projection was renamed Totemic Call. It is still trained at level 22. It now teleports your totems to you, and it is on a 30-second cooldown.

If a totem item disappeared during the November 10 emergency downtime, the November 11 fix puts it back in your bag. Free a bag slot, then log out and log back in before you try to drop a full set.

  • Totems use a 1.0-second global cooldown, and buff totems last 5 minutes.
  • A tracking UI shows which totems are up and how long they have left, and a right-click on that UI unsummons a totem instantly.
  • Fire Nova Totem is gone. Fire Nova is now a spell that erupts at your current Fire totem, so you can trigger it more than once from the same totem.
  • Windfury Totem and Flametongue Totem are party-wide buffs rather than weapon enchants.
  • Weapon imbues last 60 minutes and can be used at the same time as sharpening stones, weightstones, and wizard oil bought with cheap WoW Forever Gold. As of the November 10 hotfix, a weapon imbue and a weapon totem can also be active together, including Windfury Weapon with Windfury Totem.
  • Lightning Bolt ranks 4 and higher are 2.5-second casts. Chain Lightning is a 2.5-second cast as well. Lava Burst was removed before launch and is not in the current book.

Mages train Frostfire Bolt at 40, when Dual Specialization also opens

Frostfire Bolt is a 3-second cast that counts as both Fire and Frost, so most talents that improve either school also improve this bolt.

  • The hit deals a large upfront chunk, then applies a damage-over-time effect and a movement slow.
  • It always uses the higher of your Fire or Frost spell-damage bonuses, and the lower of the target’s Fire or Frost resistances.
  • A hybrid that takes both Ignite and Ice Shards gets 200 percent damage on a critical strike, then another 40 percent of that critical as Ignite, for 280 percent in total.

These eight are the trainer baseline, not the gold-medal spells

These eight spells are the trainer-book changes that every character in the class can pick up without spending a gold medal. They do not include later talent spells, and they do not include the Rogue and Warlock additions that arrived in the same launch notes.

Rogues train Poised at 18 and Shank at 24.Warlocks split damaging Banes from utility Curses, so one Bane and one Curse can sit on the same target.