- Kiting
- Moving and slowing an enemy so it cannot keep hitting you while you deal damage.
- Shatter combo
- Two damage spells timed around a freeze to use Shatter's extra critical chance. Era timing tricks need testing in Forever.
- AoE grinding
- Pulling several enemies and killing them with area of effect spells. A controlled pull matters more than a big count.
- Sheep
- Polymorph, even if your version uses another animal. It removes one enemy from the immediate fight until it breaks.
- Decurse
- Remove a curse with Remove Lesser Curse. It does not remove every harmful spell effect.
- Downranking
- Using an older spell rank. Forever reduces bonus damage and proc chances on ranks far below your level.
- Mana per second
- Mana gained or spent each second. Compare a spell's total mana cost with how often you cast it.
- Mp5
- Mana restored every five seconds; divide by five to compare with mana per second.
- Spell hit cap
- The point where more spell hit stops helping against a given target. Era boss planning commonly uses 16% bonus hit; verify Forever and subtract only talents that cover the spell's school.
- Winter's Chill stacks
- Your personal Frost debuff. Each stack adds 2% critical chance to your Frostbolt and Ice Lance, up to five; it does not buff other mages in Forever.
- Ignite
- Extra damage over time caused by Fire critical strikes when talented. Forever gives each mage a separate Ignite.
- Scorch stacks
- The personal Fire vulnerability from Improved Scorch: 3% more of your Fire damage per stack, up to five, in the client tooltip.
- Clearcasting
- The Arcane Concentration effect that makes your next damage spell cost no mana. Low-rank fishing has a Forever penalty.
- Spell pushback
- Damage delaying a cast or shortening a channel. An enemy interrupt is a different problem.
- Interrupt lockout
- The time after an interrupt when the affected spell school cannot be cast. It is not always a silence of every school.
- Spell school
- A magic category such as Arcane, Fire, or Frost. Talents, resistance, and lockouts can apply to only one.
- Resist
- An enemy avoiding or reducing a spell through resistance or a hit check. Check the combat log before deciding which stat is missing.
- Partial resist
- A spell landing for less damage because some was resisted. Era non-binary spell behavior needs Forever testing.
- Threat
- The enemy's measure of whom it wants to attack. Big damage before the tank settles the pull can make you the choice.
- Pull
- Starting a fight with an enemy or group.
- Add
- An extra enemy joining the fight.
- CC
- Crowd control: roots, slows, sheep, and other ways to limit an enemy.
- LoS
- Line of sight: a clear view needed for a spell. Forever Arcane Missiles checks it at channel start.
- GCD
- Global cooldown: a brief pause after many abilities before another can be used.
- BiS
- Best in slot for a role and situation. A beta list is a shopping plan, not a lifetime guarantee.
- Pre-raid
- Gear and preparation available before your first raid.
- Legacy
- Forever's account progression, with points each character spends independently on perks.
- Talented
- A Legacy perk that gives class talent points up to five levels earlier. Client data keeps the maximum at 51.
- era
- Classic Era. Advice carrying this tag has not been confirmed for Forever.
- forever
- Blizzard's Classic-based game on a modern client, launching November 4, 2026.
- Beta cap
- The beta's maximum character level, currently 30.
- Frozen
- A condition by a freeze or, for spell interactions, Fingers of Frost. A movement slow alone does not qualify.
- Chill
- A Frost slowing effect. It can trigger Fingers of Frost; it is not itself a freeze.
- Proc
- An effect triggered by another action, such as Missile Barrage after a qualifying spell.
- OOM
- Out of mana. Call it before the group begins another pull.
- Five-second rule
- Era name for reduced Spirit mana regeneration during the five seconds after spending mana. Test Forever recovery rather than assuming a formula.
- Peel
- Use control to get an attacker off a teammate.
- Diminishing returns
- Repeated control effects lasting less time on a player. Era categories and reset times need Forever checks.
- Mana gem
- A conjured item used for mana during a fight. Create it before the pull and check its shared cooldowns.
- Arcane Blast stacks
- Up to four temporary stacks that make Arcane Blast more expensive and empower another damage spell. The client says that damage spell consumes them.