Replaces Elemental Precision. The maximum hit bonus increases from 5% to 6% and covers all spells rather than only Fire and Frost. Requires 3 points to complete, previously 5.
Compare changed tooltip text
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Previous wording
Elemental PrecisionMaximum rank 5Row 1 · column 3
Improves your chance to hit with Frost and Fire spells by 5%.
Rank 1 Improves your chance to hit with Frost and Fire spells by 1%.
Rank 2 Improves your chance to hit with Frost and Fire spells by 2%.
Rank 3 Improves your chance to hit with Frost and Fire spells by 3%.
Rank 4 Improves your chance to hit with Frost and Fire spells by 4%.
Rank 5 Improves your chance to hit with Frost and Fire spells by 5%.
Current wording
PrecisionMaximum rank 3Row 1 · column 3
Improves your chance to hit with all spells by 6%.
Rank 1 Improves your chance to hit with all spells by 2%.
Rank 2 Improves your chance to hit with all spells by 4%.
Rank 3 Improves your chance to hit with all spells by 6%.
Frostbolt, Frost Blast and Fingers of Frost empowered Ice Lance now apply the debuff. Each stack gives your next Cone of Cold 20% extra damage and 7% additional spell-damage scaling, up to five stacks; the previous per-stack damage bonus was 40%.
Compare changed tooltip text
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Previous wording
Winter's ChillMaximum rank 5Row 6 · column 3
Gives your Frost damage spells a 100% chance to apply the Winter's Chill effect, which increases the damage done by your Cone of Cold spell to the target by 40%, stacking up to 5 times.
Rank 1 Gives your Frost damage spells a 20% chance to apply the Winter's Chill effect, which increases the damage done by your Cone of Cold spell to the target by 40%, stacking up to 5 times.
Rank 2 Gives your Frost damage spells a 40% chance to apply the Winter's Chill effect, which increases the damage done by your Cone of Cold spell to the target by 40%, stacking up to 5 times.
Rank 3 Gives your Frost damage spells a 60% chance to apply the Winter's Chill effect, which increases the damage done by your Cone of Cold spell to the target by 40%, stacking up to 5 times.
Rank 4 Gives your Frost damage spells a 80% chance to apply the Winter's Chill effect, which increases the damage done by your Cone of Cold spell to the target by 40%, stacking up to 5 times.
Rank 5 Gives your Frost damage spells a 100% chance to apply the Winter's Chill effect, which increases the damage done by your Cone of Cold spell to the target by 40%, stacking up to 5 times.
Current wording
Winter's ChillMaximum rank 5Row 6 · column 3
Gives your Frostbolt, Frost Blast, and Fingers of Frost empowered Ice Lance spells a 100% chance to apply Winter's Chill, increasing the target's damage taken from your next Cone of Cold by 20% and it gains an additional 7% of your spell damage, stacking up to 5 times.
Rank 1 Gives your Frostbolt, Frost Blast, and Fingers of Frost empowered Ice Lance spells a 20% chance to apply Winter's Chill, increasing the target's damage taken from your next Cone of Cold by 20% and it gains an additional 7% of your spell damage, stacking up to 5 times.
Rank 2 Gives your Frostbolt, Frost Blast, and Fingers of Frost empowered Ice Lance spells a 40% chance to apply Winter's Chill, increasing the target's damage taken from your next Cone of Cold by 20% and it gains an additional 7% of your spell damage, stacking up to 5 times.
Rank 3 Gives your Frostbolt, Frost Blast, and Fingers of Frost empowered Ice Lance spells a 60% chance to apply Winter's Chill, increasing the target's damage taken from your next Cone of Cold by 20% and it gains an additional 7% of your spell damage, stacking up to 5 times.
Rank 4 Gives your Frostbolt, Frost Blast, and Fingers of Frost empowered Ice Lance spells a 80% chance to apply Winter's Chill, increasing the target's damage taken from your next Cone of Cold by 20% and it gains an additional 7% of your spell damage, stacking up to 5 times.
Rank 5 Gives your Frostbolt, Frost Blast, and Fingers of Frost empowered Ice Lance spells a 100% chance to apply Winter's Chill, increasing the target's damage taken from your next Cone of Cold by 20% and it gains an additional 7% of your spell damage, stacking up to 5 times.
Command returns with 5% pet damage. Savage is removed. Blood Fury cooldown: 3 → 2 minutes.
Beyond the talent trees
Arcane Blast · Rank 1
Blasts the target with energy, dealing 34 to 38 Arcane damage. Each time you cast Arcane Blast, you gain 12% of your Intellect as Spell Damage and the mana cost of Arcane Blast is increased by 100%. Effect stacks up to 4 times and lasts 18 sec from time of initial application. 15% of base mana 30 yd range 1.5 sec cast
Ice Lance · Rank 1
Deals 28 to 32 Frost damage to an enemy target. Deals 300% increased damage to Frozen targets. 45 Mana 30 yd range Instant 8 sec cooldown
Frostfire Bolt · Rank 1
Launches a bolt of frostfire at the enemy, causing 102 to 118 Frostfire damage, slowing movement speed by 40% and causing an additional 27 Frostfire damage over 9 sec. This spell will be checked against the lower of the target's Frost and Fire resists and counts as both Frost and Fire damage. 205 Mana 35 yd range 3 sec cast
Teleport: Dalaran
Teleports the caster to Dalaran. 120 Mana 10 sec cast Reagents: Rune of Teleportation
BUILD YOUR CHARACTER
Your race. Your toolkit.
Compare the races that can play Mage. Pick one to read its abilities.
Instant, 2 min cooldown. Instantly removes all Charm, Fear and Sleep effects.
Cannibalize
5 yd range, Instant, 2 min cooldown. When activated, regenerates 7% of total Health and 7% of total Mana every 2 sec for 10 sec. Only works on Humanoid or Undead corpses within 5 yds. Any movement, action, or damage taken while Cannibalizing will cancel the effect.
Touch of the Grave
Your spells and attacks with a damage part have a chance (30% for casters, 20% for Paladins, Rogues and Warriors) to drain Health from the target, up to 5% of your maximum Health. 15 sec internal cooldown. Does not break crowd control.
History
2026-10-26 Touch of the Grave internal cooldown reduced to 15 seconds (was 25 seconds). Source ↗
Instant, 2 min cooldown. Instantly escape the effects of any movement impairing effect and gain immunity to those effects for 3 sec.
Expansive Mind
Maximum Mana, Rage or Energy increased by 5%, whichever your class uses.
Engineering Specialization
Your gnomish ingenuity reduces the rate of engineering devices failing or backfiring when you use them by 20%.
Eureka!
Instant, 2 min cooldown. For 8 sec, your non-periodic damaging abilities cost 10% less (Mana, Rage or Energy) and deal 10% more damage. For Priests, your non-periodic damaging or healing abilities cost 10% less Mana and do 10% more damage or healing. Periodic effects get nothing from it; a channeled spell is not periodic. Also benefits Power Word: Shield.
History
2026-10-15 Eureka!: Now an 8 second buff with no charges. Same effect on damage and ability costs. Now also benefits Power Word: Shield. Source ↗
2026-10-01 Eureka! no longer benefits periodic effects at all. Channeled spells do not count as periodics. Source ↗
Instant, 1.5 min cooldown. Glide downward through the air for 10 sec while controlling your direction of travel.
History
2026-10-15 Walk on Air: Cooldown reduced to 90 seconds (was 2 minutes). Source ↗
Read Leyline
2 sec cast, 2 min cooldown. Increases your Health and Mana regeneration by 50% for 15 sec. Using it at a Ley Line also grants Attuned for 1 hour (persists through death): while Attuned, each Read Leyline increases regeneration by 100% instead. Cannot be used while Innervate is active; Innervate replaces it. Can be cast while moving.
History
2026-10-15 Read Leyline: Now castable while moving. Minimum duration increased to 30 seconds (was 20 seconds). Source ↗
2026-10-26 Read Leyline now increases Mana and Health regeneration by 50% (was 100%), with a 15-second duration; at a Ley Line it also grants Attuned for 1 hour, raising its benefit to 100%. Source ↗
Elemental Insight
Damage dealt versus Elementals increased by 5%.
Wind Blessed
Increases your spellcasting, melee, and ranged Haste by 2%.
Current mechanics follow Blizzard’s dated development notes. Supplementary icons and race/class combinations: · CC BY 4.0 · export 2026-10-30. Class compatibility is from that dataset. Race portraits, including Skyborne, are verified client atlas crops with a . General racial descriptions retain the export with dated official development-note updates through 2026-10-26. Character-level scaling is not inferred. Full race guides and comparison →
Plan up to 16 points across three trees. Hover a perk for its ranks and requirements. Arrows lead from the required perk to the one it unlocks.
0/ 16 points
Click a perk to add a rank. Right-click or Shift+click refunds; use the minus button on touch screens.
Adventure
Spend points to unlock perks
0
High Alert
5 tree points
High AlertRank 0 / 2Increases your ability to detect nearby targets with Stealth as if your level were increased by 1. Ineffective in Battlegrounds.
Requires 5 earlier points in Adventure.
Click to learn. Right-click or Shift+click to refund.
Well Rested
Open
Well RestedRank 0 / 5Your rested experience accumulates 4% faster and your rested experience cap is increased by 4%.
Available without a tree point requirement.
Click to learn. Right-click or Shift+click to refund.
Talented
5 tree points
TalentedRank 0 / 5You gain talent points every level starting at level 9 instead of starting at level 10, but you still may not have more than 51 total talent points.
Requires Well Rested at full rank.Requires 5 earlier points in Adventure.
Click to learn. Right-click or Shift+click to refund.
Thrill of Adventure
Open
Thrill of AdventureRank 0 / 5You gain 1% of your maximum Health and Mana over 10 sec each time you deliver the killing blow to a non-trivial enemy. Ineffective in dungeons, raids, and battlegrounds.
Available without a tree point requirement.
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Field Guide
5 tree points
Field GuideRank 0 / 3Reduces your cooldown on adding Camp features by 8%
Requires 5 earlier points in Adventure.
Click to learn. Right-click or Shift+click to refund.
Frequent Flier
10 tree points
Frequent FlierRank 0 / 1You receive a 50% discount on all flight paths, and your flight path mount flies 20% faster.
Requires Field Guide at full rank.Requires 10 earlier points in Adventure.
Click to learn. Right-click or Shift+click to refund.
Field Medicine
5 tree points
Field MedicineRank 0 / 2Reduces the duration of the Recently Bandaged effect by 5 sec when you use a bandage. Ineffective in dungeons, raids, and battlegrounds.
Requires 5 earlier points in Adventure.
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Resourcefulness
Spend points to unlock perks
0
For Great Honor
5 tree points
For Great HonorRank 0 / 5Increases Honor Points gained by 2%.
Requires 5 earlier points in Resourcefulness.
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Gourmand
Open
GourmandRank 0 / 3Increases the duration of beneficial effects from eating food by 33%.
Available without a tree point requirement.
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Permanence
5 tree points
PermanenceRank 0 / 2Your class abilities which grant long-duration stat or attribute benefits to all party or raid members last 50% longer, and the benefits you gain from resting at a camp last 50% longer.
Requires Gourmand at full rank.Requires 5 earlier points in Resourcefulness.
Click to learn. Right-click or Shift+click to refund.
The Quick and the Dead
Open
The Quick and the DeadRank 0 / 2Increases movement speed while dead by 5% and your helpful spells and abilities cost no resources for 1 min after being resurrected or until you enter combat.
Available without a tree point requirement.
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Reagent Economy
10 tree points
Reagent EconomyRank 0 / 1Your class abilities no longer require reagents purchaseable from vendors.
Requires The Quick and the Dead at full rank.Requires 10 earlier points in Resourcefulness.
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Reinforce
Open
ReinforceRank 0 / 5You take 8% less durability loss when you die.
Available without a tree point requirement.
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Diplomat
5 tree points
DiplomatRank 0 / 5Increases your reputation gains by 2%.
Requires 5 earlier points in Resourcefulness.
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Professions
Spend points to unlock perks
0
Master Chef
5 tree points
Master ChefRank 0 / 5Your cooking recipes have a 10% chance to create an extra result.
Requires 5 earlier points in Professions.
Click to learn. Right-click or Shift+click to refund.
Working Overtime
Open
Working OvertimeRank 0 / 5Increases your chance to gain a skill increase from using any primary, secondary, or class-based tradeskill by 4%.
Available without a tree point requirement.
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Bartering
5 tree points
BarteringRank 0 / 2Reduces the gold price of items from all vendors by 5%.
Requires 5 earlier points in Professions.
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Dedicated Study
10 tree points
Dedicated StudyRank 0 / 1Increases your skill by 1 in your lowest tradeskill among your Primary and Secondary tradeskills. If you have already reached 300 skill in your two current Primary Tradeskills and all three Secondary Tradeskills, you will gain 2 to 4 of a random Elemental Essence.
Requires Bartering at full rank.Requires 10 earlier points in Professions.
25 sec cast | 23 hour cooldownClick to learn. Right-click or Shift+click to refund.
Bountiful Harvest
Open
Bountiful HarvestRank 0 / 5You are 20% more likely to discover Scarce materials from Mining, Herbalism, and Skinning.
Available without a tree point requirement.
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Performance Bonus
5 tree points
Performance BonusRank 0 / 3You have a 5% chance to receive 100% increased Merchant's Favor when you turn in a crate to the Azeroth Commerce Authority or Durotar Supply and Logistics.
Requires Bountiful Harvest at full rank.Requires 5 earlier points in Professions.
Click to learn. Right-click or Shift+click to refund.
Luremaster
5 tree points
LuremasterRank 0 / 2While fishing with a Lure active, you have a 25% chance to catch an extra fish.
Requires 5 earlier points in Professions.
Click to learn. Right-click or Shift+click to refund.
Talented: 0 / 5. At level 30: 21 standard talent points. The total cap is 51.
Challenges, rules and data source
This is a personal planning tool. Your plan stays in this browser until you copy a link or export it. It does not read your game account or mark challenges completed. Six unnamed client slots are omitted. Node positions, named prerequisites and tree point gates come from the export; a visual row does not create an extra rule.
Gives you a 20% chance to avoid interruption caused by damage while channeling Arcane Missiles.
Arcane · row 1
FOREVER · RANK 1
Gives your Arcane Missiles spell a 20% chance and your Arcane Blast and Arcane Wrath spells a 14% chance to not lose casting time when you take damage.
Increases all resistances by 2 and causes all spells you fully resist to restore 1% of your total mana. 1 sec. cooldown.
Arcane · row 2
FOREVER · RANK 1
Increases all your resistances by 5 and causes all spells you fully resist to restore 1% of your total mana. Cannot trigger more often than 1 time per sec.
Gives you a 2% chance of entering a Clearcasting state after any damage spell hits a target. The Clearcasting state reduces the mana cost of your next damage spell by 100%.
Arcane · row 2
FOREVER · RANK 1
Gives you a 2% chance of entering a Clearcasting state after any damage spell hits a target. The Clearcasting state reduces the mana cost of your next damage spell by 100%.
Gives your Arcane Blast spell a 20% chance, and your Arcane Wrath, Fireball, Frostbolt, Frost Blast, and Frostfire Bolt spells a 10% 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.
Blasts the target with energy, dealing 34 to 38 Arcane damage. Each time you cast Arcane Blast, you gain 12% of your Intellect as Spell Damage and the mana cost of Arcane Blast is increased by 100%. Effect stacks up to 4 times and lasts 18 sec from time of initial application.
Decreases the mana lost per point of damage taken when Mana Shield is active by 10%.
Arcane · row 4
FOREVER · RANK 1
Decreases the Mana lost per point of damage taken when your Mana Shield spell is active by 17% and increases the resistances granted by your Mage Armor spell by 25%.
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.
Your Scorch spells have a 33% chance to cause your target to be vulnerable to Fire damage. This vulnerability increases the Fire damage dealt to your target by 3% and lasts 30 sec. Stacks up to 5 times.
Fire · row 4
FOREVER · RANK 1
Your Scorch spell has a 33% chance to cause your target to be vulnerable to Fire damage. This vulnerability increases all Fire damage you deal to your target by 3% and lasts 30 sec, stacking up to 5 times.
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.
A wave of flame radiates outward from the caster, damaging all enemies caught within the blast for 160 to 192 Fire damage, and dazing them for 6 sec.
Fire · row 5
FOREVER · RANK 1
A wave of flame radiates outward from the caster, damaging all enemies caught within the blast for 154 to 184 Fire damage, and Dazing them for 50% reduced movement speed for 6 sec.
Increases the damage done by your Fire spells by 2%.
Fire · row 6
FOREVER · RANK 1
Increases the damage done by your Fire spells by 1% per your Fire effects on the target, up to a maximum increase of 4%. Effects which mix multiple schools of magic do not qualify.
When activated, this spell causes each of your Fire damage spell hits to increase your critical strike chance with Fire damage spells by 10%. This effect lasts until you have caused 3 critical strikes with Fire spells.
Fire · row 7
FOREVER · RANK 1
When activated, this spell causes each of your Fire damage spell hits to increase your critical strike chance with Fire damage spells by 10%. This effect lasts until you have caused 3 non-periodic critical strikes with Fire spells.
Requires Critical Mass · 30 earlier-tree points · 1 rank
Increases the armor and resistances given by your Frost Armor and Ice Armor spells by 15%. In addition, gives your Frost Ward a 10% chance to reflect Frost spells and effects while active.
Frost · row 1
FOREVER · RANK 1
Increases the Armor and resistances granted by your Frost Armor and Ice Armor spells by 15%, gives your Frost Ward a 10% chance to negate the warded damage spell, and increases the amount absorbed by your Ice Barrier and Frost Ward by 10%.
You become encased in a block of ice, protecting you from all physical attacks and spells for 10 sec, but during that time you cannot attack, move or cast spells.
Frost · row 5
FOREVER · RANK 1
You become encased in a block of ice, protecting you from all physical attacks and spells for 10 sec, but during that time you cannot attack, move, or cast spells.
Gives your Chill effects a 15% chance to grant you the Fingers of Frost effect, which treats your next 1 spell cast as if the target were Frozen. Lasts 15 sec.
Gives your Frost damage spells a 20% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.
Frost · row 6
FOREVER · RANK 1
Gives your Frostbolt, Frost Blast, and Fingers of Frost empowered Ice Lance spells a 20% chance to apply Winter's Chill, increasing the target's damage taken from your next Cone of Cold by 20% and it gains an additional 7% of your spell damage, stacking up to 5 times.
Instantly shields you, absorbing 454 damage. Lasts 1 min. While the shield holds, spells will not be interrupted.
Frost · row 7
FOREVER · RANK 1
Shield yourself, absorbing 447 damage and increasing your Frost damage by 15% for 1 min. While shielded, your Frost damage is increased by an additional 5% and you do not lose casting time when you take damage.