- Threat
- An enemy keeps a running score of your actions. Higher threat makes it more likely to choose you. Exact Forever values need testing.
- Aggro
- Having an enemy focus its attacks on you. Threat is the score; aggro is the attention.
- Rage
- The warrior resource spent on abilities. Forever changes how weapon hits and incoming damage generate it.
- Stance dancing
- Switching stances to reach an ability, then returning when useful. Watch how much Rage the switch retains.
- Tactical Mastery
- Forever trained passive at 14 that retains up to 10 Rage on a stance change. The Arms talent can raise that to 25.
- Overpower window
- The time you can use Overpower after a qualifying trigger. Client Bloodthrill creates a 6-second window against your Rend target.
- Execute phase
- The end of a fight when the target is below 20% health and Execute becomes usable. Check the Forever tooltip.
- Sunder stacks
- Repeated Sunder Armor applications build up to five armor-reduction stacks. Confirm the Forever limit and debuff interactions.
- 2H versus DW
- A two-handed weapon uses both hands for one weapon. Dual wield means a separate one-handed weapon in each hand.
- White damage
- Era name for ordinary auto-attack damage, usually shown as white combat text.
- Yellow damage
- Era name for ability damage, usually shown as yellow combat text. It can follow different hit rules from auto-attacks.
- Glancing blows
- Reduced-damage auto-attacks against higher-level creatures. Abilities do not glance; verify Forever rules before using Era math.
- Hit cap
- Enough hit chance to remove misses for an attack and target. Era specials and dual-wield swings have different caps; Forever off-hand talents do not prove a main-hand cap.
- Defense cap
- Era shorthand for enough Defense to prevent ordinary melee critical hits at a given enemy level. It does not prevent all damage or crushing blows; Forever targets need testing.
- Crushing blows
- Certain higher-level enemies can land melee hits for 150% normal damage. Verify which Forever bosses can do it.
- Block value
- How much damage a successful block removes. Different from block chance; Forever Shield Slam also scales from it.
- Aggro reset
- A mechanic that clears or changes enemy threat. Check the fight before assuming your old lead survives.
- Taunt immunity
- An enemy cannot be forced onto you by Taunt. Build threat normally and follow the encounter plan.
- Pull
- Starting a fight, often with a planned group of enemies.
- Add
- An extra enemy that joins the main fight.
- CC
- Crowd control: limiting an enemy with a stun, fear, slow, or similar effect. Different enemies resist different controls.
- LoS
- Line of sight. A wall or corner can stop a targeted ability reaching its target.
- GCD
- Global cooldown: the short shared pause after many abilities. A second press cannot skip it.
- BiS
- Best in slot: a strongest-item claim for a role and situation. A beta list is a shopping idea, not a guarantee.
- Pre-raid
- Gear or preparation available before entering raids.
- Legacy
- Forever account progression. Earn shared points, then choose perks separately for each character.
- Talented
- Legacy perk that unlocks talent points up to five levels early. These presets exclude it.
- Era
- Classic Era. Advice tagged Era has not been confirmed for Forever.
- Forever
- Blizzard Classic-based WoW on the modern client, launching November 4, 2026.
- Beta cap
- The beta maximum level: 30. Level-60 plans cannot be fully tested there.
- DPS
- Damage per second, or a player whose job is dealing damage.
- Tank
- The player who holds enemy attention and manages incoming damage.
- Peel
- Slow, stun, or distract an enemy attacking a teammate.
- Interrupt
- Stop an interruptible cast. Shield Bash is available at the beta cap; trainer Pummel is later.
- Rage dump
- An optional spender used when you have more Rage than your next important abilities need.
- Proc
- An effect that activates when its condition or random chance succeeds.
- Cooldown
- Time before an ability can be used again.
- Fear Ward
- A priest buff that prevents a fear. Coordinate it with your own fear tools.
- Honor
- Forever currency earned from PvP and spent on rewards. Rank Points advance rank separately.
- Wipe
- The group dies. Take the short lesson, repair, and try again after the bedtime check.