World of Warcraft: Forever · Project Sylvanas
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.

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
Open any feature to see what happens from the moment you switch it on, and what it still depends on.
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.
Feasibility: High. The kick, dispel and danger lists for Forever's dungeons and raids are ours to build and grow from logs.
Feasibility: High. The loader's cooldown tracker has no Forever list, so the plugin keeps its own. Beta values may still change.
Feasibility: Medium. The exact link between Forever's talent trees and the game's talent API is still to be confirmed in game.
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.
Feasibility: High. Off by default. Upload only after you opt in.
Feasibility: Medium. Needs questing and navigation first. Data gets rebuilt from the first live build after launch before this phase starts.
Feasibility: Low. The loader cannot read your earned achievements yet, so most criteria stay manual until it can.
Feasibility: Medium. No public data has herb, ore or mob spawn points, so routes are recorded in game.
Feasibility: High. None known.
Feasibility: High. None known.
Feasibility: High. The danger-spell list for Forever's dungeons and raids is built and grown over time.
Feasibility: High. None known.
Feasibility: High. Selling is done the same way the game does when you right-click an item at a vendor.
Feasibility: High. A price source for Forever is still to be found.
Feasibility: High. Event dates are confirmed in game.
Feasibility: Medium. Feasibility is decided one system at a time.
Feasibility: Medium. Hardcore arrives after launch; detecting the ruleset is checked in game.
Feasibility: High. None known.
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.
Feasibility: High. Uploads are opt-in. Fixes are reviewed before they ship.
Feasibility: High. None known.
Classes and talent trees
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.
Roadmap
API audit, Forever class and talent data, 3,897 quests, achievements, treasures, rares, flight points.
Folder layout, boot and module registry, API wrappers, logging, settings and profiles, menu shell, offline test harness.
Public page, log and recorder intake, owner dashboard.
Engine, rank-aware casting, targeting, interrupts, dispels, defensives, buffs; first three trees; HUDs and dock.
Object scanner, drawing and avoidance, NPC highlighting, auto loot, vendor, PvP alerts.
Opt-in error and health uploads from the plugin into the dashboard.
Travel layer, flight planner, route recorder, gathering and mob farming, death recovery.
Opt-in positions of quest givers and turn-ins, merged into the data.
Quest planner and runner, trainer ranks, talents, gear, Hardcore safety. Uses live-launch data.
Every tree in PvE, then every tree in PvP.
Auction house, crafting, fishing, battlegrounds, world events, side systems, relog, achievements.
Logs and privacy
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.
Changelog