Skip to content
wowforever.ninja

About

Where the data comes from

The zones, quests, NPCs and items on this site are data, and data can be wrong in ways a sentence cannot. So every row carries the same three things every claim on this site carries: a source, a trust tag, and a date. Plus one more: whether Forever has changed it.

The sources

Classic 1.12 baseline Community
Zones, quests, creatures and their positions, items, loot, objects, vendors, trainers as the original game had them (patch 1.12).
From cMaNGOS classic-db, an open-source reconstruction of the original game's world data, GPL-3.0. Community work, so it carries the Community tag until we see it in the game ourselves.
Client data Datamined
Forever's items, recipes, zones and dungeons, flight paths, reputations, talents and abilities, and where each differs from Classic.
Numbers and names from Forever's own client files (build 1.60.1.70532), compared with Classic Era's (build 1.15.9.69722) and the 1.12 baseline; the item numbers below are computed from them. Classic Era's files also give the baseline its zones and map bounds, creature reactions, reputations, spell names and recipes. The only art extracted from the client is its icons, each beside the spell, talent, Legacy perk, class, spec, item or currency it belongs to, under Blizzard's Legal FAQ terms for fan sites and with Blizzard's copyright notice in every page's footer. The zone maps' art is Forever's own map, as its client draws it in the map window with every area revealed (ADR-003 §5). No models.
Seen in the game by us Confirmed
What we see in World of Warcraft: Forever, from the beta on: levels, positions, quest text and objectives as shown, loot windows, vendor inventories.
Recorded by our own addon while we play, reviewed, then merged over the baseline with the client build and the date.
Get the addon, and see exactly what it records
Stated by Blizzard Confirmed
Forever's new places before we see them: names, level bands, raid sizes, unlock dates.
Stated in Blizzard's own posts, each fact linked to the post. Marked New in Forever until the beta lets us see the place.
Community submission Community
Corrections and additions readers send in through the form at the foot of every world page.
Reviewed before anything publishes; promoted to Confirmed when a second source or our own play agrees.
Blizzard Game Data API Confirmed
Canonical item and creature names and ids.
Not in use. Blizzard's API terms raise two questions for a fan site with Blizzard's marks in its domain; we are having them checked before turning it on. The icons no longer wait on it: they come from the game client, as above.

The baseline, in numbers

Imported 2026-09-18 from cMaNGOS classic-db (latest, commit 22b51464f162): 1,017 places including subzones, 4,245 quests, 10,384 creatures with 63,508 spawn points, 10,743 objects, 17,718 items, 196,200 loot rows, 13,131 vendor rows, 32,963 trainer rows.

Two things in the baseline are derived rather than stated. Zone level ranges are the 10th to 90th percentile of the levels of the quests filed under each zone. Which zone a creature stands in comes from its instance map, from the zone a quest naming it is filed under, or from the zone map's bounds, in that order; every spawn records which, and bounds placements near a border can be wrong until the beta confirms them.

Forever status

Every row also says how it relates to World of Warcraft: Forever:

baseline
Classic 1.12 · not yet seen in Forever
unchanged
Seen in Forever
changed
Changed in Forever
new
New in Forever
removed
Not in Forever
unverified
Reported, not verified

The beta opened on September 17. Since then a row switches to unchanged, changed or new only on evidence from Forever, shown with the client build and the date: Forever's client files compared with Classic's, what our beta client was shown, or what our addon saw in play. Places Blizzard has announced that we have not reached yet are new on the strength of its posts. Where sources disagree, our play outranks the files and the files outrank the posts; a row with no evidence stays baseline. The data is refreshed with each new beta build and after each of our play sessions.

Item numbers

An item's card shows its numbers the way the game's tooltip does: damage and speed, armor and stats. For Forever's new items, and for the items Forever shares with Classic once they pass the check below, we compute them as Forever's client does. We use the item's own record in Forever's files and the client's tables for item budgets, armor and weapon damage, read at the build named in the card's last line. A bag's slots are not computed: the card prints them from the item's own record, as it does its item level and sell price.

  • Stats are the stat budget for the item's level, quality and slot, times the share of it each stat takes, rounded half up.
  • Armor is the armor total for the item's level and armor type, times its slot's share and its quality's factor, rounded half up. Shields have a table of their own.
  • Weapon damage is the damage per second the tables give for the item's level, quality and kind of weapon, times its speed, spread by its variance. The low end is rounded down and the high end half up. Ammunition has a table of its own.

We checked these rules against Classic's own numbers (patch 1.12), on the items whose inputs Forever kept: the item's level, quality, slot and kind, and for a weapon its speed, spread and flat bonus. An item Forever changed one of is left out, because the game's own tables then give another number. The rules give the stats of 3,405 of 3,477 items exactly, 5,417 of 5,425 armor values and 1,160 of 1,170 weapons. They also reproduce the one Forever tooltip we had a screenshot of when we built them, Crusader's Chain Belt: 98 Armor, +3 Strength, +4 Stamina and its spell power.

Shown, withheld, unknown

Every computed number is one of three things, and a card prints only the first:

  • Shown: the rule covers it, and every part of the rule it uses has been proven on real items.
  • Withheld: the rule gives a number, but an open question could still change it. How does the game word a rating? Does bonus armor join the armor line? How does the game round some fractions? Was a weapon's damage set by hand? The line is left out, and the card ends with "Some values withheld until we check them in game".
  • Unknown: the client's tables cannot give it: a thrown weapon's damage, a shield's block, durability. The line is left out, with no note.

Two notes stand in for numbers. "Rolls a random bonus" means Classic Era's client files mark the item as rolling random stats. Forever's record cannot say so, and the card gives no stat numbers for it; its last line names that source, ending "· random bonus flag from Classic Era's client files". "Stats not yet known" marks new gear whose record carries no stats and no effects yet.

Classic items wait for ten checks

Forever's new items show their computed numbers now. An item Forever shares with Classic keeps Classic's numbers, labelled as Classic, until the computed lines of ten items match the game's own tooltips in the beta. Then its card shows Forever's numbers. Wherever one differs from Classic's, the item's Forever line strikes Classic's value through, as it does for Forever's other changes.

Screenshots are the evidence

Each check is our own screenshot of an item's tooltip in the beta, recorded with the item, the build, the date and the lines read off it. It is kept as a test the computed numbers must pass. A mismatch holds the switch until the rule is fixed. Every card ends with one of four lines, each with its tag:

Datamined Forever client tables, build N
Computed from the item's own record in Forever's files and the client's tables, read at client build N.
Confirmed seen in game, build N
Every number shown on the card matches our own screenshot of its tooltip in the beta at build N.
Community Classic 1.12 numbers · Forever's wait for an in-game check
An item Forever shares with Classic, until the ten checks above: its stats, armor and damage are Classic's as patch 1.12 gives them, its other lines Forever's.
Community Classic 1.12 baseline · not yet in Forever's files
Forever's files do not carry the item yet, so its numbers are Classic's.

What is deliberately not here

  • Full quest and item text. It is Blizzard's; we show the game's item lines, at most two sentences each, and a short excerpt of descriptions, and leave the rest to the game.
  • Models and key art from the client or the press kits, and any map art from Classic. What Blizzard's is and does appear is shown under its Legal FAQ terms for fan sites and credited where it appears: the icons beside spells, talents, classes, items and currencies, Forever's own zone maps under our pins, and the front page's background, one still from the World of Warcraft: Forever announcement trailer (ADR-013), never offered as a download. A zone without Forever's map art has its map drawn from spawn coordinates.
  • Anything scraped from Wowhead or another site. If the answer lives there, we link to it.

Licence and attribution

The baseline is GPL-3.0 and stays so: rows derived from it are attributed on every page, and any export of them carries the same licence. Our own observations are ours. Client tables are Blizzard's game data. We use them as numbers and names, and as the game's own short lines (an item's effects, a talent's description), at most two sentences each. World of Warcraft and Warcraft are trademarks of Blizzard Entertainment; this is an unofficial fan site.

Found something wrong? Every zone, quest and NPC page ends with a "Report a correction" form. What you send is reviewed before the page changes and is never published as is; the trust page says how we correct things.