Skip to the interactive design study
Back to ForeverVisual field guide · September 2026

The frame of Forever.

One world, from the first arrival to a working character plan. Try the instruments, then inspect the type, materials and motion that hold them together.

FOREVERMY WORLD OF WARCRAFT
A dwarf overlooking a mountain valley, river and distant castle

Forever

Your character. Your next adventure.

Begin with a character study

Try the views in the frame. Arrival → choose a character → inspect equipment → find a dungeon. The frame stays anchored as the content moves beneath it.

Interactive prototype
Existing game records · sample characters

One world. Different instruments.

The recent merges brought real gear planning, leveling sequences and walkable interiors. These chapters show how the same design serves reading, calculation, character decisions and exploration.

A chapter you can read.

65 characters per line. 17 px body. The chapter rail carries navigation; the article carries the instruction.

Read the full guide

Know what to gather before you craft

The quantities for your next batch, ready to compare with your bags and bank.

01

Choose your recipe

Find your profession and open its materials helper. Choose a recipe your character can make. The ingredients shown are the materials used for one crafting attempt.

Why this mattersYou only need the materials for your chosen project, not everything the profession might use.

02

Choose how many times to craft

Enter a small number of attempts in the helper. It multiplies each ingredient for you. For example, if one attempt needs 2 pieces of a material, 5 attempts need 10 pieces.

Why this mattersPlanning by crafting attempts avoids guessing how many ingredients a batch will consume.

These are working site components, using current records. Open a chapter to load its tool. The selection and calculation rules are the same as on its page.

Every page family · where the design applies
PageCompositionBehavior that matters
ArrivalWorld art, living title, anchored field folioPointer light; chapter spines; direct character entry
Guides & articlesIron reading plane; clear chapter railGoal filters and section anchors; 65ch text measure
ProfessionsOpen directory with game action slotsMoving selection plane and shallow icon depth
Crafting & recipesQuiet ledger and opaque input surfacesLive totals, invalid quantities, filters and copied lists
TalentsThree trees, rank inspector and sequencePrerequisites, portal tooltips and gear handoff
CharacterSlots around a calculated stat sheetCompare, equip, share and export to the simulator
Database, search & itemsDense records with legible IDsCategory filters and item-to-recipe connections
Dungeons & journalClient loading art; map and encounter railSelection, loot, casts, stats, dialogue and quest links
AtlasFull map canvas; compact iron toolbarExplored art, coordinates, landmarks and zoom
Interiors & guessingWorld-led viewport; controls at the edgesWalk, turn, fly and identify; load assets on demand

An identity that belongs here.

A shield carries an unbroken loop: a character whose story keeps going. The gryphons are actual client artwork. The crest is a new vector study.

FOREVERMY WORLD OF WARCRAFT
64 px32 px16 px

Large crest, navigation mark, favicon.
At 16 px, the shield and loop remain.

FOREVERA · Inscribed

Character workshop

Savage Gladiator ChainBlackrock Depths

Marcellus in the frame. Quiet, carved headings; a distinctive world title; clear item text. The working screen uses this treatment.

ForeverB · Battle standard

Character workshop

Savage Gladiator ChainBlackrock Depths

Uncial lettering moves into the header, with stronger sans headings below. More game-like; less room for navigation.

Color belongs to a job.

Brass carries the interface. Blue and violet belong to loot. The landscape keeps its own colors; readable panels stay opaque.

Next target · Chest

Savage Gladiator Chain

Item level
57
Item ID
11726
Found inBlackrock DepthsRing of LawOpen journal
RareEpicSelected action

Classic Era source reference. Final Forever drops and stats remain unverified.

Charcoal#101112
Page and quiet negative space.
Blackened iron#191a1c
Opaque reading surfaces, beneath the world.
Worn edge#756044
Structural borders. Never small text.
Brass#c6a36d
Brand, navigation and primary actions.
Ash#e7e4dd
Main text. No cream-colored panels.
Muted ash#b1ada5
Secondary text that remains readable.

Three voices. Clear roles.

Uncial for the name of the world, Marcellus for its chapters, Source Sans 3 for everything you need to read or operate. No condensed headline font applied to every surface.

World title

Forever

Uncial Antiqua · 400 · 72 / 78 px · −0.02em
Page heading

The next adventure

Marcellus · 400 · 32 / 38 px · 0em
Item name

Savage Gladiator Chain

Source Sans 3 · 600 · 20 / 25 px · 0em
Body

Inspect the item. Find its source. Plan the next run.

Source Sans 3 · 400 · 16 / 25 px · 0em
Data & navigation

Item level 57 · Equipment · Dungeon journal

Source Sans 3 · 600 · 14 / 20 px · 0em

Space is part of the frame.

Ornament stays on the perimeter. Inside, the interface follows a four-pixel rhythm. On a phone, the workspace becomes a single column and the corners become smaller.

24 px panel inset

Equipment

16 px between groups
Helm of ValorHead
Spaulders of ValorShoulders
Breastplate of ValorChest

64 px rows · 40 px icons · 12 px icon-to-text gap

FOREVER

Borin

Dwarf · Warrior

Next targetSavage Gladiator Chain

Mobile composition study
16 px inset · 44 px minimum control height

01 / Selection

A character takes the stage.

The selection becomes the workspace identity. The heading receives focus; the appearance loads independently.

440 ms · 18 px travel · ease out
02 / Navigation

The frame holds its position.

Equipment and dungeon panels pass beneath the same metal rail. The character model remains mounted.

180 ms exit · 400 ms entry
03 / Reading

Everything settles.

No perpetual sparks, bobbing panels or pulsing type. Reduced motion shows the same content immediately.

2 px focus ring · no input delay

Effects have something to say.

The earlier plan had living lettering, scene depth, item glints and chapter transitions. They now have places in the real website, with a fixed purpose and motion budget.

Forever

Move across the lettering. The light follows your pointer; the word opens the atlas. The reading surface stays still while the scenery responds.

See it on arrival

Light finds the object.

Game icons receive a shallow lift and edge glint on hover or keyboard focus. Quality color stays on the item; brass identifies the selected action.

2 px lift · 240 ms · focus equivalent

The world makes room.

Chapter changes reveal the next instrument under its fixed rail. Route content enters beneath the shared header. Maps keep their own movement and input.

240 ms chapter · 320 ms route · 12 px travel

Stillness is a state.

Reduced motion shows the same selection and data immediately. Pointer depth sleeps offscreen. Models and interiors load only when you ask for them.

Try the location game
Full Alchemy recipe set · functional reference

The Workbench specimen uses three imported recipes. The full imported set is available here.

What do I need to make it?

Choose a recipe you can make in game. We’ll work out the materials for your batch.

Blackmouth Oil

  • Empty Vial1 needed
  • Oily Blackmouth2 needed

Check your bags and bank first—you may already have some of these.

This plans ingredients for crafting attempts. It doesn’t predict skill-ups or how many items you’ll get.