World of Warcraft: Forever · Project Sylvanas

Vortex Forever

A full suite for WoW Forever: rotations for every talent tree in PvE and PvP, questing and leveling to 60, farming, drawing and highlighting, its own interface, and logging from end to end. It's being built in the open, starting with the foundation.

9
Classes
27
Talent trees
60
Level cap
23
Features planned
Vortex Forever logo

In developmentWoW Forever launches November 4, 2026, 3:00 PM PST (November 5, 2026, 02:00 Kuwait time). Data is from the beta client 1.60.1.70532 (beta) and is rebuilt from the first live build.

Features

Everything it does, end to end

Open any feature to see what happens from the moment you switch it on, and what it still depends on.

Combat

Rotations for all 27 talent trees, PvE and PvPBuildingOne combat engine with a dedicated package per talent tree and per mode, so every tree plays its own priority in dungeons, raids, battlegrounds and world PvP.
  1. Reads your talents and picks the tree you have the most points in (Forever has trees, not Retail specs).
  2. Each tick it takes one snapshot of you, your target and the enemies around you, then walks the tree's priority list.
  3. Spells are rank-aware: it always casts the highest rank you have trained.
  4. Range, line of sight, facing and the global cooldown are checked before anything is pressed.
  5. In PvP mode a second layer adds crowd-control chains with diminishing returns, kicks on heals, peels and burst windows.
  6. Every decision is logged as FIRED or HOLD with a reason, so a wrong cast can be traced to the exact rule.

Feasibility: High. Blizzard has published no Forever priority lists, so priorities come from the class deep dives and testing in game. First three trees (one tank, one healer, one damage) come first, then the rest.

Interrupt, dispel and defensive managersBuildingKicks the casts worth kicking, dispels what matters and uses defensives before a death, not after.
  1. Watches enemy casts and channels and matches them against a Forever kick list.
  2. Picks a natural delay so interrupts do not land on the first frame.
  3. Scans friendly and enemy auras for dispellable or purgeable effects by priority.
  4. Predicts incoming damage and triggers your defensive cooldowns at a threshold you set.
  5. Works together with the loader's own universal modules instead of fighting them.

Feasibility: High. The kick, dispel and danger lists for Forever's dungeons and raids are ours to build and grow from logs.

Buff upkeep and cooldown trackingPlannedKeeps your class buffs on yourself, your party and your raid, and tracks enemy and friendly cooldowns.
  1. Knows which of your buffs are party-wide or raid-wide (Forever made Battle Shout, Trueshot Aura, Moonkin Aura, Leader of the Pack and several totems raid-wide).
  2. Rebuffs out of combat, or in combat when a buff is about to fall off and nothing more urgent is waiting.
  3. Records every important cooldown when it is used, so the rotation and the HUD know when it is back.

Feasibility: High. The loader's cooldown tracker has no Forever list, so the plugin keeps its own. Beta values may still change.

Talents, dual spec and trainer rank-upsPlannedSpends talent points for the build you choose and trains new spell ranks as you level.
  1. Holds a talent build per tree (51 points at level 60, talents from level 10).
  2. On every level-up it spends the new point on the next talent of your build.
  3. Plans a trainer visit when new ranks are available and buys them.
  4. Switches between your two builds once dual spec unlocks at level 40.

Feasibility: Medium. The exact link between Forever's talent trees and the game's talent API is still to be confirmed in game.

Leveling & questing

Questing: pick up, walk, turn inPlannedTakes the next quest that fits your level, walks to the quest giver, does the objectives, walks to the turn-in and picks the best reward.
  1. Plans the next eligible quest from the quest database (level, prerequisites, chain order).
  2. Walks to the quest giver using the navigation layer and highlights them.
  3. Talks to them, accepts the quest and confirms it in the quest log.
  4. Works the objectives: kill and collect targets come from the database, with positions where known.
  5. Walks to the NPC who takes the quest back, turns it in and chooses the reward by upgrade value or sell price.
  6. Verifies the quest is completed and moves on to the next one in the chain.

Feasibility: Medium. Quest givers are known for about 91% of Forever quests. The NPC who takes a quest back is known for about half, so the quest recorder fills the rest as people play.

Quest recorder (opt-in)PlannedWhile you play, saves where quest givers, turn-ins, vendors, trainers and flight masters stand, so questing gets better for everyone.
  1. When you pick up or hand in a quest, it notes the quest, the NPC and your position.
  2. Never saves your character, realm, account, chat or any game ids that identify you.
  3. Stores the rows locally; uploads them only if you switch sharing on.
  4. A position counts as confirmed once at least two players report the same NPC in the same place.
  5. Confirmed positions go into the next data update that the questing module uses.

Feasibility: High. Off by default. Upload only after you opt in.

Auto leveling 1–60PlannedDecides between questing, grinding and travelling, and handles everything a level-up brings.
  1. Chooses the best activity for your level: quests in range, a grind spot, or travel to the next zone.
  2. On level-up: spends the talent point, trains new ranks, equips upgrades.
  3. Eats and drinks when low, repairs and sells when bags are full.
  4. On death: releases, runs back to the corpse and resumes.
  5. Starts the new Skyborne race on Zephras Isle with its own route.

Feasibility: Medium. Needs questing and navigation first. Data gets rebuilt from the first live build after launch before this phase starts.

Achievements checklistResearchA checklist over Forever's 441 achievements, with the ones we can detect ticked off automatically.
  1. Lists every achievement and its criteria from the game data.
  2. Infers progress where a criterion is tied to a quest, treasure or rare.
  3. Shows what is left and, where known, where to go for it.

Feasibility: Low. The loader cannot read your earned achievements yet, so most criteria stay manual until it can.

World & farming

Navigation and travelPlannedWalks anywhere on foot, takes flight paths when they are faster, and gets itself unstuck.
  1. Converts map positions to world positions.
  2. Plans ground paths with the loader's navigation server; falls back to recorded routes.
  3. Uses the flight graph (100 flight points) when it beats walking.
  4. Detects being stuck and replans.

Feasibility: Medium. The navigation mesh for Forever's maps is not documented yet. The travel layer is swappable so a fallback always exists.

Farming: mobs, herbs, ore, skinningPlannedLoops a route, kills or gathers, loots and skins, and goes to a vendor when your bags are full.
  1. Follows a route you recorded or picked.
  2. Finds targets by their game id (Forever scrambles the per-object ids).
  3. Fights with your rotation, then loots and skins.
  4. Steps aside from other players and elites as you choose.
  5. Sells and repairs when bags are full, then returns to the route.

Feasibility: Medium. No public data has herb, ore or mob spawn points, so routes are recorded in game.

Auto lootPlannedLoots nearby corpses and objects safely with your rules.
  1. Picks up loot from corpses in range, retrying if a window does not open.
  2. Follows your rules: gold only, whitelist or everything, plus roll rules in groups.
  3. Confirms bind-on-pickup prompts only when you allow it and stops when bags are full.

Feasibility: High. None known.

NPC highlightingPlannedGlows, rings and labels the NPCs you need: quest givers and turn-ins, kill and collect targets, vendors, trainers and flight masters.
  1. Reads NPC flags and quest markers around you.
  2. Matches them against your quest plan.
  3. Draws a glow, ring or label in the colour of each category.

Feasibility: High. None known.

Drawing, avoidance and enemy ESPPlannedDraws danger zones and steps out of them, shows enemy players on PvP realms, and points lines to the objects you are looking for.
  1. Knows the shape and size of dangerous boss spells and live missiles.
  2. Draws them on the ground and, if you allow it, moves you to a safe spot.
  3. Shows enemy players, range rings and your planned path.
  4. Draws lines to treasures, rares and quest objects (67 treasures and 378 rares are known).

Feasibility: High. The danger-spell list for Forever's dungeons and raids is built and grown over time.

Interface

Dedicated UI, dock and HUDsBuildingThe Vortex look: a dock with a switch per module, HUDs for what matters in the moment, and settings pages for everything.
  1. A dock bar to switch modules on and off.
  2. HUDs for the global cooldown, casts, kicks, buffs, quest tracker and farm stats.
  3. Settings pages per module and per tree, with profiles you can import and export.
  4. Notifications for anything that needs you.

Feasibility: High. None known.

Economy & extras

Vendor, repair and mailPlannedSells junk, repairs gear and handles the mailbox with your keep rules.
  1. Opens the vendor, sells by your rules, repairs.
  2. Collects mail and sends items you set to send.

Feasibility: High. Selling is done the same way the game does when you right-click an item at a vendor.

Auction house, crafting and fishingPlannedPosts and buys on Forever's auction house, crafts recipes in bulk and fishes.
  1. Searches, posts and cancels within the auction house limits.
  2. Crafts queued recipes.
  3. Fishes with the loader's fishing helper.

Feasibility: High. A price source for Forever is still to be found.

Battlegrounds and world eventsPlannedQueues for battlegrounds and accepts the pop; keeps checklists for world events and holidays.
  1. Queues, accepts and plays the battleground with the PvP rotation.
  2. Lists event tasks (Scourge Invasion, Ahn'Qiraj War Effort, holidays) as they come.

Feasibility: High. Event dates are confirmed in game.

Forever side systemsResearchCraftsman's Writs, Trade Logistics, Waylaid Crates, Library Books and the Black Market Auction House.
  1. Each system is checked against what the loader can do before it gets a module.

Feasibility: Medium. Feasibility is decided one system at a time.

Safety & reliability

Hardcore safety modePlannedStrict guards for the Hardcore ruleset, where a death has lasting consequences.
  1. Refuses pulls above a level gap or with elites you did not allow.
  2. Watches health and predicted incoming damage and escapes early.
  3. No unattended mode by default; stops on anything it does not recognise.

Feasibility: Medium. Hardcore arrives after launch; detecting the ruleset is checked in game.

PvP ruleset awarenessPlannedOn PvP realms, warns about enemy players and pauses farming or leveling in contested zones.
  1. Tracks flagged state and nearby enemy players.
  2. Alerts you and pauses automation when you choose.

Feasibility: High. None known.

Death recovery, anti-stuck and relogPlannedGets back up after a death, gets unstuck, and reconnects after a disconnect.
  1. Releases, runs to the corpse and resurrects.
  2. Replans the path when stuck.
  3. Logs back in after a disconnect.

Feasibility: Medium. Corpse position reads wrong on Forever today, so the plugin keeps the position where you died. Relog is only proven on another game version so far.

Logging, error reports and fixesBuildingEvery module logs what it decides. If you opt in, errors reach the developer automatically and come back as fixes.
  1. Logs at five levels with one tag per feature, into a rotating file next to the loader.
  2. Keeps the last lines in memory for the in-game log page and for crash evidence.
  3. If you opt in, sends errors and feature health in small batches after combat.
  4. Never sends character, realm or account names unless you choose to; never sends chat.
  5. Errors are grouped on the developer dashboard; each group gets a fix, a version, and is watched for coming back.

Feasibility: High. Uploads are opt-in. Fixes are reviewed before they ship.

Profiles, updates and hot reloadBuildingSave and share settings, see when a new version is out, reload without restarting the game.
  1. Import and export profiles.
  2. Checks the latest version and changelog from this site.
  3. Reloads the plugin in place.

Feasibility: High. None known.

Classes and talent trees

9 classes, 27 trees, PvE and PvP each

Forever uses talent trees instead of modern specializations, so each rotation is tied to its tree. The tree with the most points is the one that plays. Rogues have Combat, and Feral covers cat and bear.

Warrior

  • ArmsPvEPvP
  • FuryPvEPvP
  • ProtectionPvEPvP

Paladin

  • HolyPvEPvP
  • ProtectionPvEPvP
  • RetributionPvEPvP

Hunter

  • Beast MasteryPvEPvP
  • MarksmanshipPvEPvP
  • SurvivalPvEPvP

Rogue

  • AssassinationPvEPvP
  • CombatPvEPvP
  • SubtletyPvEPvP

Priest

  • DisciplinePvEPvP
  • HolyPvEPvP
  • ShadowPvEPvP

Shaman

  • ElementalPvEPvP
  • EnhancementPvEPvP
  • RestorationPvEPvP

Mage

  • ArcanePvEPvP
  • FirePvEPvP
  • FrostPvEPvP

Warlock

  • AfflictionPvEPvP
  • DemonologyPvEPvP
  • DestructionPvEPvP

Druid

  • BalancePvEPvP
  • Feral CombatPvEPvP
  • RestorationPvEPvP

Roadmap

Where it stands

  1. Plan
    Research and data

    API audit, Forever class and talent data, 3,897 quests, achievements, treasures, rares, flight points.

    Done
  2. 0
    Foundation

    Folder layout, boot and module registry, API wrappers, logging, settings and profiles, menu shell, offline test harness.

    In progress
  3. W1
    This page and the dashboard

    Public page, log and recorder intake, owner dashboard.

    In progress
  4. 3
    Navigation and farming

    Travel layer, flight planner, route recorder, gathering and mob farming, death recovery.

    Later
  5. R1
    Quest recorder

    Opt-in positions of quest givers and turn-ins, merged into the data.

    Later
  6. 4
    Questing and leveling 1–60

    Quest planner and runner, trainer ranks, talents, gear, Hardcore safety. Uses live-launch data.

    Later
  7. 5
    All 27 trees

    Every tree in PvE, then every tree in PvP.

    Later
  8. 6
    Extras

    Auction house, crafting, fishing, battlegrounds, world events, side systems, relog, achievements.

    Later

Logs and privacy

Opt-in, and nothing that identifies you

The plugin always logs locally. Sending errors and feature health to this site is off until you switch it on, and so is sharing quest NPC positions.

  • Sent when you opt in: a random install id, plugin version, game build, talent tree, the log line, its feature tag and level, and timings.
  • Never kept: chat, game ids that identify a character (they are masked), or your IP address (rate limits only see a one-way hash).
  • Only with a separate opt-in: character, realm and account names. Switching it off clears them.
  • Quest recorder: quest, NPC, map and position. Nothing about you.

Changelog

Changes

  • 2026-10-22newVortex Forever page and owner dashboard on vq8s.com.
  • 2026-10-22changedPlan rebuilt for WoW Forever only: 9 classes, 27 talent trees, level 60.
  • 2026-10-22newForever data from the beta client: 3,897 quests, 441 achievements, 67 treasures, 378 rares, 100 flight points.