This article is based on a full dig through Forever's client-generated data and the simulator repository's commit history: every conclusion is checkable, with the methodology notes at the end.

One reversal first: 105 → 16

The first pass of the dig used "no classic-era spell ID" as its filter and came out with 105 Forever-custom abilities. A later data check overturned that number:

"89 of the 105 stubs were Season of Discovery abilities, not Forever's."

The cause: the Forever client ships with Season of Discovery (SoD) data, and rune abilities sit on the class-native spell lines, which the first filter failed to exclude. The real criteria turned out to be two:

  1. Granting spell: every SoD ability has an Engrave <slot> - <name> (rune engraving) spell behind it;
  2. ID band: SoD uses the 398196–469145 range, while Forever's own content sits at 1214168 and above.

The SoD content miscounted as "Forever new spells" includes: mage Rewind Time, Living Bomb and Frost Orb; warlock Metamorphosis and Chaos Bolt; paladin Divine Storm and Horn of Lordaeron; rogue Shadowstrike and Blade Dance; druid Starfall and Starsurge — all of them SoD runes, not Forever originals.

The 16 abilities Forever actually created

#SpellClassSpell IDsRanks
1ReviveDruid437138, 1237948-515
2Frostfire BoltMage401502, 1237312-133
3ChastisePriest1277331-355
4Confounding FlashPriest1277455no ranks
5Contingency PlanPriest1277462, 1277634, 1277638-405
6Dark SacrificePriest1277324-285
7Divine GracePriest1277370-78 (gapped)7
8Enchanted FlareHunter1221404no ranks
9PinchHunter pet1264745-525
10Tendon RipHunter pet1265043-485
11Mine!Hunter pet1265059-645
12DismemberHunter pet1264937-725
13Savage RendHunter pet1265831-365
14SwipeHunter pet1264727-325
15WebHunter pet1265887-925
16Dust CloudHunter pet1265907-135

Structural conclusions:

  • Half of them (8/16) are pet skills — Forever redesigned the hunter pet system: vanilla pets had the Claw/Bite/Cower trio, Forever gives them 8 full five-rank abilities.
  • Priests gained the most new active abilities of any playable class (5), and Divine Grace goes to 7 ranks — well beyond the usual vanilla 5-rank ceiling.
  • 14 of the 16 abilities have values in the client's generated tables; 2 are not yet ranked.
  • None of the new spells are wired into class logic yet — in the repository's own words, "wiring in unimplemented abilities would crash the whole class on login"; placeholder first, construction later.

Spell re-issues: vanilla abilities returning under new IDs

Beyond the brand-new spells, Forever also re-issues a batch of vanilla abilities under new IDs — not additions, not removals, but a data-layer costume change:

  • Fire Blast rank 1 exists simultaneously as 2136 (vanilla ID) and 400618 (re-issue);
  • Paladin Exorcism rank 1 is stitched together from vanilla 879 and SoD 415068, with the disambiguation rule "the one taught by trainers is the real one" deciding which applies;
  • Ground-effect spells (Consecration/Blizzard/Flamestrike/Hurricane/Rain of Fire/Volley) hide a shadow sub-spell carrying the damage ticks behind every rank — Consecration rank 5's ticks live on 1280349, for example.

The talent layer: taller trees, marked "new in Forever"

  • Tree size: each spec's talent tree is 16–19 rows deep (mage 18/17/19, priest 18/17/18) — far deeper than the vanilla/TBC-era trees.
  • The code marks 223 talents with new in Forever. The marker's real meaning is "appears in Forever's tree but unimplemented in the TBC port" — a mix of two kinds: vanilla talents the TBC simulator never implemented (Warrior's Iron Will / Piercing Howl / Blood Craze, for example), and Forever's genuinely new or reworked talents (table below).

The Forever redesign log

Talent / mechanicForever's change
Feral InstinctBear-form threat bonus removed; the whole talent reworked
Improved Expose ArmorExpose Armor switched to an energy cost
Moonfury+2% Arcane/Nature damage per rank (client wording)
HurricaneNo cooldown (the client data row simply has none)
Damage bonus surfaceCovers all spell schools (mask 127), no longer physical-only
TriggersTalent procs fixed at a 100% rate

What Forever cut from vanilla/TBC

TBC spells are removed wholesale: Steady Shot, Kill Command, Dragon's Breath, Cold Snap, Slow, Summon Water Elemental, Avenger's Shield, Avenging Wrath, Crusader Strike, Divine Guidance, Improved Divine Spirit, Sanctified Aura, Seal of Blood/Seal of Vengeance, Shadow Embrace, Envenom, Mutilate, Seed of Corruption, Shadowfury, Unstable Affliction, Felguard, Fel Armor, Commanding Shout and Wrath of Air Totem.

Vanilla spells were cut too: Bloodlust (deleted outright — raid balance is designed without lust), Earth Elemental Totem/Fire Elemental Totem, and Force of Nature.

The "Forever 60 vs vanilla 60" spell diff in summary

LayerDifference
RemovedAll TBC spells + Bloodlust + elemental totems + Force of Nature, roughly 30 spells
Truly new16 (8 playable: Druid 1 / Mage 1 / Priest 5 / Hunter 1; 8 pet)
Re-issuedA batch of vanilla abilities return with 1.2M+ IDs, including shadow sub-spell structures
TalentsTrees deepened to 16–19 rows; 223 added markers; Feral Instinct and others reworked
ValuesThe client-generated tables rule; all hand-copied values discarded
Port progressWarrior is the only fully ported class; the other 8 classes keep their old implementations as comments (8,253 lines) awaiting Forever-value ports

Why this list is trustworthy

  1. The data is self-declaring: every ability stub file states its spell IDs, rank count and whether a generated table exists — no guesswork;
  2. The criteria survived one self-correction (105 → 16), with the final standard (SoD band + rune-engrave granting spell + Forever ID floor of 1214168) fully argued in commit messages;
  3. Cross-checked against the client's generated tables: 14 of 16 abilities match;
  4. Every conclusion can be re-verified in the repository — the relevant commits and file locations are listed in the methodology notes at the end.