The decision you make before you know anyone

PvP

Forever has no realms and no War Mode. Whether the open world can kill you is a ruleset chosen once at character creation, and it cannot be changed. Everything else — the new 15v15 battleground, the 14-rank Honor track, PvP armour with real stats — sits on top of that one choice.

On this page 9 sections

Source tiers

  • Official or client data
  • Verbatim reporting, hands-on
  • Provisional or placeholder
  • Our analysis

How we source

How to read this page

Blizzard published its PvP model on 7 October — How PvP Progression Works and Battle for the Darkspear Islands — so most of this page is now Blizzard's own words. Anything marked Source tier A — official Blizzard or live client data: A is Blizzard's own words or live client data; Source tier C — provisional or placeholder data: C is provisional demo-derived data that will need re-checking against the client; Source tier D — our analysis: D is our reasoning from confirmed mechanics, argued rather than asserted. What is still unknown — rank thresholds, the weekly cap value, decay, arena — is in Unknowns.

PvP in a realmless game — the ruleset question Source tier A — official Blizzard or live client data: A

There are no realms in Forever. At character creation you pick a ruleset instead, and that is where PvP is decided. Blizzard's own descriptions:

RulesetBlizzard's descriptionAvailable
Normal“baseline World of Warcraft experience with a focus on cooperation, where player-versus-player combat requires mutual consent”Launch
PvP“every trip into contested territory to carry more danger, excitement, and world conflict”Launch
Roleplaying“lean more deeply into the fantasy of Azeroth and seek out like-minded adventurers”Launch
Roleplay-PvPAdded on 22 October: Blizzard “will add a Roleplay-PVP Ruleset for launch on November 4”Launch
Hardcore“available after launch… every decision matters and death carries lasting consequences”“Sometime after launch” — no date
This is the decision that actually matters

A ruleset is chosen once, at character creation, before you know a single person in the game, and it is the only thing that determines who you can play with. Blizzard: “Each ruleset functions more like its own large ecosystem than a single traditional realm. This is not one giant realm for everyone, and cross-ruleset grouping is not supported.” The one exception: battlegrounds may include players from other rulesets, except Hardcore.

If world PvP matters to you, that is a ruleset decision — not a spec decision. You cannot respec into it, and there is no War Mode toggle to flip later. You cannot switch rulesets either — Blizzard's answer is to make a new character.

Factions are still fully separate. Horde and Alliance cannot group. You group, run dungeons and raid only with players of your faction, in your ruleset — so the PvP ruleset halves your pool twice over relative to a single mega-realm. Full detail on the realmless structure: Systems → Rulesets.

Faction balance — one faction per account

Blizzard: “For the PvP ruleset, 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.” The ruleset article spells out the core of it: on the PvP ruleset an account can play only one faction, with Season of Discovery-style temporary character-creation limits for balance. Normal and Roleplaying allow both factions. Whether anything rewards the underdog side is unstated.

The Hardcore escape hatch runs into PvP

On death, a Hardcore character can transfer to any other ruleset — including PvP, which is new versus Classic Hardcore, where the transfer target was more limited. Progress flows out of Hardcore and never back in. See Hardcore.

World PvP Source tier A — official Blizzard or live client data: A

NoneWar ModeNo toggle exists
ConsentOn NormalPvP requires mutual consent
OnceRuleset choiceAt creation, unchangeable

On the Normal ruleset, player-versus-player combat requires mutual consent — Blizzard's own words. On the PvP ruleset, contested territory is dangerous, which is the Classic PvP-realm contract restated. ⚠️ Roleplaying's PvP rules have not been stated at all. Blizzard's description of that ruleset says nothing about combat, so whether it behaves as Normal-with-RP or as an RP-PvP hybrid is unknown — do not assume it is Normal.

Layering exists — the rest is undescribed

Layering is confirmed: Blizzard's beta known-issues post says changing party composition “may transfer players to a different world instance”. What has not been described is how many instances a ruleset runs or any population cap — and that lands hardest on world PvP, because a contested zone's feel depends on how many players share an instance of it, and an invite can move the fight's participants onto another one.

One world-PvP tool is confirmed and it is a Warrior talent. Spearing Strike, the Arms 16-point talent, doubles its damage against mounted targets, Dragons and Giants, and forcibly dismounts; since 1 October it needs Battle Stance but no longer a two-handed weapon. There is no vanilla analogue. A dismount-on-demand button is a road-ambush tool first and a battleground tool second.

Blizzard also teased a possible space for Mok'gora duels in the Hardcore discussion, with no further detail — and Hardcore's duelling rules are themselves unannounced.

Battlegrounds Source tier A — official Blizzard or live client data: A

Darkspear Islands — the new battleground

Blizzard's Battle for the Darkspear Islands article (7 October): a 15 vs 15 battleground off Dustwallow Marsh, for levels 30–60. Teams contest four capture points and a central flag that is carried back to an owned base; the first side to 2,000 points wins.

Horde fight as the Darkspear Raiders (base: Merchant Coast), Alliance as the Theramore Expeditionary Force (base: Northwatch). Each is a reputation with vendors selling trinkets, rings, cloaks, weapons and armour, Marks of Honor turn-ins, and an Exalted questline that ends in a tabard. Queue at battlemasters in the capitals and in the Barrens.

Note Blizzard's own plural — Islands. Blizzard Watch writes it singular; use the plural.

Settled 7 October — the rule-set argument

Before the article, Blizzard's panel wording (“control points with Arathi Basin-style flag captures”) and Output Lag's liveblog (“the Eye of the Storm rule set”) looked like two answers. The published rules — capture points plus one central flag — are Eye of the Storm-shaped, so both were describing the same map.

The returning battlegrounds

Alterac Valley is named by Blizzard Source tier A — official Blizzard or live client data: A, and Blizzard's PvP article says Honor gains are equalised across battlegrounds so players are not funnelled into AV for efficiency. The Legacy article counts “Exalted with each Battleground reputation” as four points, so there are four battleground reputations, and the beta client carries Warsong Gulch and Arathi Basin maps. That the four are WSG, AB, AV and Darkspear is our inference Source tier D — our analysis: D. Community guides list brackets of 30–39, 40–49, 50–59 and 60 Source tier C — provisional or placeholder data: C.

Battlegrounds in the beta

Blizzard said “additional zones, dungeons, and the new battleground will open for testing as the beta continues”, and no post said it had opened. But the 8 October dev notes fix “the capture point for Shipwreck Cove” — a Darkspear Islands node — which implied it was at least partly live Source tier D — our analysis: D. A beta character at the level-30 ceiling sat at the bottom of its 30–60 range. See Beta.

Honor and ranks Source tier A — official Blizzard or live client data: A

14Ranks per seasonWeekly Rank Point cap
25,000Honor capRaised from 15,000 on 1 Oct
+2%For Great HonorLegacy perk, Honor per rank

Blizzard's How PvP Progression Works (7 October) splits PvP into two currencies. Honor comes from honourable kills, battlegrounds and PvP quests, is boosted on holiday weeks, and is equalised across battlegrounds. Rank Points come from battlegrounds and PvP quests and climb a 14-rank ladder each season, with a weekly cap on how many you can earn. Each season also has weekly Season's Journey tasks. On 1 October the Honor cap rose from 15,000 to 25,000 and Honor costs for gear and tokens went up about 50%.

RankReward (Blizzard's table, in order)
1–7Tabard · PvP trinket · cloaks · necklace · potions · tabard · standard
8–11Epic bracers / belt token · boots token · gloves token · mounts
12–14Legs / shoulders token · chest / helm token · epic weapons
Still unannounced about ranks

The weekly cap's value, the rank thresholds and any decay rule. Whether the vanilla Grand Marshal / High Warlord grind — the one that demanded a schedule rather than a hobby — returns in spirit depends on exactly those numbers. A weekly cap points away from it, but do not plan a rank cadence until they are published.

Arena

Arena is not mentioned in Blizzard's PvP article. That is an absence of statement, not a statement of absence — treat it as not announced, and do not repeat “Forever has no arena” as though Blizzard said it.

PvP gear Source tier A — official Blizzard or live client data: A

PvP armour carries stats, not just cosmetics. Honor buys a blue set and an epic set; an epic piece is the blue piece plus an Emboldened Seal, which is gated by rank. Shaman get healer, melee and caster sets. No resilience-equivalent stat has been named and no item levels are published. Since 8 October, “critical strikes in PvP no longer have reduced efficacy.”

The transmog rule that catches people

PvP gear still requires its rank to transmog. Forever's collection system is generous elsewhere — poor and common items grant their appearance on loot with no bind required, and a BoP uncommon or rare dropping in a dungeon grants its appearance to every eligible looter, so nobody rolls against you purely for the look. PvP sets are carved out of that generosity. If you want the look, you earn the rank. Forever also keeps armour-type enforcement in transmog, which is the opposite direction from Retail. See Systems → Transmog.

Two general itemization changes matter more to a PvP character than they look:

  • Hit and crit are each one merged stat — spell, melee and ranged hit are no longer separate. The usable-hit pool expands from a handful of pieces to essentially every hit item in the game, which is a large quiet buff to casters. Racial crit counts for casters too: since 15 October Human Ruthless (+2%) and Orc Savage (+1%) need no weapon.
  • Caster weapons grant spell damage and healing from about level 10. Your weapon stops being a stat-stick, which changes low-level duelling and open-world skirmishing far more than it changes a raid.

Rates, caps and conversions for every class: Mechanics. The caster argument specifically: Caster Stats.

Legacy hooks Source tier A — official Blizzard or live client data: A

HookEffect
Player vs. Player Legacy Challenge category12 points: reaching ranks 3, 7, 10, 13 and 14 (5) · Exalted with each battleground reputation (4) · Season's Journey weeks 4, 7 and 10 (3)
For Great Honor (Resourcefulness tree)+2% Honor Points per rank
High Alert (Adventure tree, 2 ranks)Stealth detection as though your level were +1 per rank (+2 at 2/2) — and it is explicitly disabled in Battlegrounds
HardcoreGets twelve Hardcore-specific Legacy Challenges replacing the PvP ones at Hardcore launch

Legacy Points are account-wide across Normal, PvP and Roleplaying, so Honor-track perks earned anywhere follow your PvP character — with Hardcore as a one-way valve. Full tree: Legacy.

Class by class Source tier D — our analysis: D

There is no PvP tier list and you should distrust any you find

Icy Veins' tier lists say “Coming Soon.” No spec rankings, PvP ratings or comp recommendations from any credible outlet exist, and essentially every tier list returned by search is hosted on a gold-selling or boosting site — which this guide does not cite, link or read. The cards below list confirmed toolkit facts and then reason from them. The facts are tiered A and C; the reads are ours. Blizzard's class deep dives now cover all nine classes (Paladin last, on 15 October), so many slots below are Blizzard-confirmed; numbers not in a deep dive or dev note are still Wowhead dataset values, and the talent trees changed weekly through the beta — this page follows the last dev notes, of 15 October.

Mage

Frost — a strong PvP pick

Ice Lance at the Frost 11-point slot: instant, +200% damage against Frozen targets (15 October; was +300%), joined by Fingers of Frost — shatter windows that no longer cost you a Frost Nova: each chill effect grants one or two charges, and each charge makes a cast treat the target as Frozen. Improved Counterspell now always adds a shorter silence from a single point (Blizzard gives no duration). Ice Block sits in the new 16-point gold slot, so a 10-second immunity costs one point rather than a deep detour; Cold Snap moved to 21 with a 10-minute cooldown.

These are the first real additions to Classic Frost's kit. Against 15v15 objective PvP — where surviving a focus for four seconds on a flag is the whole job — this is the strongest version of Frost ever shipped in a Classic-lineage game.

⚠️ The offset: Winter's Chill only benefits the casting Mage, and since 15 October it adds no crit — its stacks power up your next Cone of Cold instead. It costs Frost raid-support value; it costs a duellist very little. The same build added Frost Blast at 24, a 1.5s cast with a 40% slow.

11: Ice Lance · 16: Ice Block · 21: Cold Snap · 31: Ice Barrier

Warrior

Arms — still the PvP tree

Blizzard, on Arms: “will remain a primarily PvP focused talent tree, with the option of being a moderately competitive PvE option.” Mortal Strike is unchanged at 31, so the healing-reduction answer is exactly where it always was.

New at 16: Spearing Strike — double damage against mounted targets, Dragons and Giants, and a forced dismount; Battle Stance only, any weapon. Retaliation and Shield Wall drop to 15-minute cooldowns and no longer share one with Recklessness. Bloodthrill gives melee against a Rend target a chance to activate Overpower without requiring a dodge, which removes the one thing that made Overpower unreliable. Piercing Howl caps Fury at 11 and Concussion Blow Protection at 21.

11: Anger Management · 16: Spearing Strike · 21: Sweeping Strikes · 31: Mortal Strike

Rogue

Sub — the classic PvP pick

One of the two most conservative reworks in the game — 10 new talents, 18 unchanged. Subtlety keeps its Classic shape and gains Thousand Cuts at 31 (Rupture ticks cut the next Hemorrhage or Backstab cost by 3, stacking 5×), Cutthroat (Backstab has a chance to let your next Ambush skip the Stealth requirement) and Quietus (+10% Sinister Strike, Ghostly Strike and Hemorrhage damage below 35% health — an execute-range damage talent). Premeditation is relocated into the 16-point slot.

Hemorrhage now grants +15% Rupture damage rather than the flat physical-damage-taken debuff, which is a nerf to what a Rogue brought a group and a wash for what a Rogue does alone. The read: a Sub Rogue who liked Classic will recognise everything, and gains an opener that occasionally does not need Stealth.

11: Ghostly Strike · 16: Premeditation · 21: Hemorrhage · 31: Thousand Cuts

Warlock

The most rebuilt class

23 brand-new talents, only 3 unchanged. For PvP the relevant relocations are Curse of Exhaustion into the Affliction 16-point slot (−30% movement, 12s — a one-point snare on a class that lives on kiting) and Conflagrate down from 31 to Destruction's 16. Wrack is the Affliction capstone, a 6-second Shadow DoT that raises the target's damage taken from your other Shadow DoTs.

Demonic Pact stops Demonic Sacrifice being cancelled by summoning a different demon — which in practice means a sacrificed-Succubus build can still put a pet out for utility.

Affl 16: Curse of Exhaustion · Dest 16: Conflagrate

Priest

Disc · Shadow

Silence sits at Shadow 21 and Shadowform caps the tree, now additionally cutting Shadow spell mana costs by half. Discipline gains Soul Warding in the 16-point slot: Power Word: Shield −4s cooldown and −15% mana — the single most PvP-relevant talent added to any healer, because shield cadence is what keeps a healer alive under pressure.

Penance at Disc 21 is a real instant-feel throughput tool, and Divine Spirit is baseline, freeing points. Devouring Plague is no longer Undead-exclusive, and since 15 October its cooldown is 24s (was 1 minute); Shadow Word: Death's is 18s (was 12), and Vampiric Embrace can't be resisted and has a 30s cooldown.

Disc 16: Soul Warding · Shadow 21: Silence

Paladin

The most rebuilt, with its gaps kept

Repentance is still the Retribution 21-point incapacitate. Voice of Truth is new at Holy 11 — Silence and Interrupt immunity for 6 seconds, which is the most direct answer to a caster's kill plan any class has been handed. Templar's Bulwark absorbs 100% of maximum health for 8 seconds and applies Forbearance.

⚠️ The gaps are preserved deliberately: Paladins still have no interrupt and no real slow. That is a design statement, not an oversight, and it defines the class's PvP ceiling more than any new talent.

Holy 11: Voice of Truth · Ret 21: Repentance

Hunter

Conservative, with one identity change

Scatter Shot remains at Marksmanship 21 and Counterattack — post-parry strike, immobilises 5s, unblockable — is relocated into Survival's 16-point slot. Survival also gets Strider Kick at 21 (a +30% speed burst for 3 seconds) and Lacerating Strikes at 31, giving the melee-range Hunter real tools for the first time. Traps are now usable in combat on a 30-second cooldown. Since 15 October Strider Kick works while disarmed, you can have one Fire and one Ice trap out at once, Auto Shot needs you to stand still for 0.5s, and pet crowd control was cut back (Bat Sonic Blast, Crocolisk Dismember, Bird of Prey Mine!).

Lone Wolf gives Marksmanship +20% damage with no active pet — no vanilla precedent, and a genuine PvP question: a pet is a liability against a good player and a second body against a bad one.

MM 11: Lone Wolf · Surv 16: Counterattack · MM 21: Scatter Shot

Shaman

Enhancement gains a burst window

Rage of the Farseer caps Enhancement: +30% attack speed for 25 seconds on a 3-minute cooldown — the cast-speed half was removed on 24 September, so it is a melee burst window, not a personal Bloodlust. Stormstrike moves down to the 16-point slot and now adds +20% Nature damage taken for 12 seconds.

Elemental's Earthbound makes Earthbind Totem immobilise for 5 seconds on cast rather than merely snare — a root on a totem, which is a different thing to play against. It moved to Elemental's 16-point slot on 15 October, when Elemental Mastery came back as the 31 (faster Lightning Bolt and Lava Burst, no Chain Lightning cooldown, for 15 seconds). Dwarf Shaman is new, so Alliance gets Chain Heal for the first time.

Enh 16: Stormstrike · Ele 16: Earthbound · Ele 31: Elemental Mastery · Enh 31: Rage of the Farseer

Druid

Feral gains a gap-closer

Feral Charge now has a Cat version on a 30-second cooldown — a Feral Druid can close from range in the form it actually fights in, which is the most straightforward PvP upgrade in the class. Berserk caps the tree. Feral has two 16-point talents: the Bear-only one, formerly Mangle, is now Primal Bite, and Cat's is Shifting Power (mana into Energy on a 16-second cooldown), which replaced Tiger's Fury. Forms are now immune to Disarm.

Restoration's Gift of the Earthmother cuts 0.5s off the GCD on Rejuvenation, Swiftmend and Wild Growth, and Swiftmend is new at 16 and no longer consumes the Rejuvenation or Regrowth it reads — instant healing on demand without losing the HoT, which is what a healer under a melee train needs.

Feral 11: Feral Charge · Feral 16: Primal Bite · Resto 16: Swiftmend

Races, for a PvP character

Every race now carries two active and two passive abilities, and several of the reworks are PvP reworks in everything but name. The values below are the 15 October build, which reworked the racials Source tier A — official Blizzard or live client data: A:

  • 🔴 Orc is now a genuinely strong caster PvP race for the first time. Blood Fury grants +10% Attack Power and Spell Power for 15s — vanilla's version was melee-only and worthless to a caster, so Orc Mage (a new combo) gets a real offensive cooldown from zero — though since 15 October it is on a 3-minute cooldown (was 2). Shatter Curse now dispels Curses and Banes and cuts magic damage taken by 5% for 8s (it was immunity and −15%), Hardiness is −20% stun duration, and Savage is +1% crit. Note Icy Veins frames Blood Fury as a nerf for Warriors, 25%→10% AP; for a Mage it is a gain from nothing.
  • Human — Ruthless, which replaced Sword Specialization on 15 October, is +2% crit chance with no weapon needed. Will to Survive removes Stun.
  • Gnome — Escape Artist now grants brief root and snare immunity rather than a break, and Eureka! is new: since 15 October an 8s buff with no charges, with the “same effect on damage and ability costs” and no benefit to periodic effects. Wowhead's Forever tooltip reads −10% cost and +10% damage Source tier B — verbatim reporting or hands-on testing: B.
  • Undead — ⚠️ Will of the Forsaken removes fear/charm/sleep but no longer grants immunity, which is a real nerf to the classic double-tap, and since 15 October it can't be used while you are under Scatter Shot. Cannibalize restores 7% Health and 7% Mana per tick. Touch of the Grave procs 30% of the time for casters and 20% for Paladins, Rogues and Warriors, with a 25s internal cooldown.
  • Troll — Berserking (+10% casting and attack speed for 10s) was left unchanged on 15 October; Regeneration rose to 20%.
  • Tauren — War Stomp, an area stun, is on a 90s cooldown since 15 October (was 2 minutes), and Endurance is +5% Health and +2% critical damage and healing (the +1% hit is gone).
  • Skyborne — Wind Blessed is +3% haste since 15 October (was 1%), and Walk on Air is on a 90s cooldown.
  • 🔴 No racial grants weapon skill or needs a weapon any more — Dwarf Gun, Troll Bow and Human Mace are gone as skill bonuses, and on 15 October the weapon-crit passives were replaced by Human Ruthless, Orc Savage and Dwarf Earth Fury (+2% critical damage and healing).

All 40 racials, with the places sources disagree: Races.

PvP while levelling Source tier A — official Blizzard or live client data: A

Two structural facts decide what levelling PvP looks like, and neither is about your class.

FactConsequence while levelling
Darkspear Islands opens at level 30The new battleground runs 30–60, so it is a second-half-of-levelling activity; before 30, levelling PvP is world PvP (and whatever lower brackets the returning battlegrounds use)
The ruleset is picked at level 1You commit to being gankable before you have any idea whether you enjoy Forever's pacing at all
Mage's real additions land at 11 points; Warrior's land at 16A Frost Mage has Ice Lance in hand at level 20. Arms' Spearing Strike needs 16 points in Arms — level 25 at the earliest (points are level − 9)
Caster weapons grant spell damage from ~level 10A low-level caster is meaningfully less helpless in an open-world fight than in Classic. Wands are the exception — they no longer scale with spell damage
High Alert (Legacy, up to +2 effective levels for stealth detection)Works in the world, disabled in Battlegrounds — a levelling and world-PvP perk specifically
What the beta tested

The beta ended on 23 October 2026, capped at 30 from 1 October. At 30 a tester had 21 talent points, so the 16-point row — Ice Block, Spearing Strike, Premeditation, Soul Warding — was testable from level 25, and so was the ruleset picker. Nothing from it carried over to launch.

If PvP is why you are here Source tier D — our analysis: D

The class question is the easy half and it is already answered well: Frost Mage and Arms Warrior both come out of this announcement better than they went in, and a Sub Rogue comes out of it almost exactly the same. Nothing announced threatens any of the three.

The hard half is the ruleset, and it is hard because it is irreversible, account-wide in faction, and only partly modelled — layering exists but population caps are undescribed, the PvP ruleset locks the account to one faction, and the rank thresholds that would tell you what the grind costs have not been published. The beta was the free place to try the PvP ruleset, because nothing carried over; with it closed, try the PvP ruleset on an alt before committing a main, which turns the one unchangeable decision in the game from a guess into a test.

Unknowns Source tier C — provisional or placeholder data: C

Everything below is unconfirmed or unannounced as of 9 October 2026. It is listed because an honest reference says what it does not know, and because several of these are routinely stated as fact elsewhere.

  • Rank thresholds, the weekly Rank Point cap value and decay — none published (the reward table is). Whether the vanilla Grand Marshal / High Warlord grind returns in spirit depends on them.
  • Arena — not mentioned in Blizzard's PvP article. Not announced; not confirmed absent.
  • Which four battlegrounds carry reputations. Alterac Valley is confirmed and WSG / AB maps are in the client; that the four are WSG, AB, AV and Darkspear is inference.
  • Battleground brackets — 30–39 / 40–49 / 50–59 / 60 appears only in community guides.
  • Population caps and queue behaviour — layering exists, but instance counts and caps are undescribed, which makes world-PvP density hard to model.
  • Whether the Roleplaying ruleset uses Normal's mutual-consent rule. Blizzard described it without mentioning combat at all.
  • Any PvP-specific stat — no resilience-equivalent has been named and no PvP item levels are published.
  • Diminishing returns on crowd control — unconfirmed for Forever, and it matters enormously for a 15v15 objective map.
  • Haste on gear — Haste exists (Skyborne Wind Blessed, Troll Berserking, the Warlock Spellstone) but has appeared on no gear seen in the beta.
  • The real spell hit cap. 16% versus a boss is a Classic figure; Forever has published none, and no PvP-specific hit values exist at all.
  • Duelling rules under Hardcore, and what the teased Mok'gora space actually is.
  • Whether Darkspear Islands was ever queueable in the beta — the 8 Oct Shipwreck Cove fix implied yes.
  • Answered The rank reward table, the blue and epic Honor sets, the PvP Legacy list (12 points), Legacy respec (it exists), ruleset switching (impossible), the PvP ruleset's one-faction-per-account rule, cross-ruleset battlegrounds (allowed, not Hardcore), and Darkspear Islands' rules.
One rule this page follows without exception

Most PvP “guides” and tier lists for Forever currently returned by search are hosted on gold-selling, boosting or carry sites. None are cited, linked or used here, and a claim that appears only on such a site is treated as if it does not exist. This guide has already published corrections for fabricated content that circulated exactly that way.

Synced to the knowledge base (400.70.1, refreshed 9 Oct, after Blizzard's 7 Oct PvP and Darkspear Islands articles) · Last updated 9 October 2026