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Itinerary

A leveling companion for WoW Forever: route panel, waypoint arrow, map pins and quest automation. Record, edit and share your own routes.
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v2.1.8-forever

File nameItinerary-v2.1.8-forever.zip
Uploader
GhaanGhaan
Uploaded
Oct 20, 2026
Downloads
6
Size
502.2 KB
Flavors
Forever
File ID
9263425
Type
R
Release
Supported game versions
  • 1.60.1

What's new

Changelog

v2.1.8 (2026-10-20)

Fixed

  • Quest automation took a quest the route only picks up when you already have its items (take it and hand it in at once, like Pearl Diving) whenever you talked to its quest giver, so it sat in your log with nothing in the route working on it. Such a quest is now only taken while you have the items.
  • A route step can check several items (all of them must be in your bags, or all missing); before, only one of them counted.
  • A hand-in or objective step for several quests waited for a quest you had skipped, abandoned or weren't offered (An Aggressive Defense handed in, Culling the Threat skipped: the step stayed at 1/2). Such a quest no longer holds up the others.

v2.1.7 (2026-10-20)

Fixed

  • A quest step meant for players without a profession (Bathran's Hair without [Find Herbs], the wolves of Wolves at Our Heels below Cooking 50) was left out when you hadn't picked that profession, so neither version of the objective showed. Leaving out "below" steps of a profession you didn't pick now applies to profession steps only ("Cook until 50"), not to a quest's own steps.

v2.1.6 (2026-10-19)

Fixed

  • An escort quest step (Therylune's Escape, The Defias Traitor) stayed open after the escort made it: the game sets the quest complete but can leave its escort objective unfinished. A complete quest now counts as every objective done, in the step and in the panel's lines. /iti debug lists the objectives of the step's quests as the game gives them.
  • The arrow skipped someone to talk to on the way when you already stood at the step's own place: on "Talk to The Threshwackonator 4100 to start the escort" after taking the quest from Gelkak, it pointed at Gelkak (where you lead the robot) instead of the robot. The arrow still joins a path at its closest point, but no longer past an NPC on the way you haven't reached yet.

v2.1.5 (2026-10-19)

Fixed

  • Lua errors on every mouseover of an enemy (dead ones too) in a dungeon fight. WoW Forever's engine keeps the names, GUIDs and tooltip lines of creatures secret from add-ons there, and Itinerary's look for profession trainers searched them. Every place that reads a creature's name, GUID or tooltip (trainers, the target button and its faces, name tags, gather spots, the recorder, NPC dialogue) now skips a secret value instead.

Changed

  • The target button always goes for your step's own mobs before the ones of an along-the-way objective, however close those are (it used to prefer them only by a little, so one right next to you won). An along-the-way mob wins only when none of your step's mobs is in reach, or the ones in view are tagged by someone else. A mob an along-the-way step is after on its own (one of it needed) now comes first only among the along-the-way ones.

v2.1.4 (2026-10-19)

New

  • Along the way: the small × that instructions have is on side objectives too. It hides the entry on this character - a Camping 101 quest you're not doing, items you don't want to collect (with all their tiers), a quest's objectives. The target and item buttons leave hidden entries out; the route's own steps for that quest still come. Settings > Panel > Hidden along the way lists them; click one, or Show all, to bring them back.

Changed

  • The profession question for a new character (and /iti professions) has the look of the settings window: professions as chips, the first main profession as a switch, Save and Later, × and Escape to close.

Fixed

  • The target button didn't find the next step's NPC while you still had the last one targeted: "Talk on second press" had turned its key into Interact with Target for any friendly NPC you had targeted, so the next presses talked to the old one (or did nothing) until you cleared your target. Now only an NPC of the step you're on makes the next press talk, and a new step undoes it right away.

v2.1.3 (2026-10-19)

Fixed

  • Flying didn't happen when the route's flight was an instruction ("Fly to Redridge" under Instructions while the step was "Head to the Redridge Mountains"): talking to the flight master now flies you there as it does when the flight is the step itself. That's how most of the routes' flights are written. The arrow points to the flight master until you're in the air, and only then to the step's place.
  • A flight leads to the nearest flight master of your side, not only the one the route names: the guide may mean either of two ("Dungar Longdrink or Thor") or you come back to the route from somewhere else. The arrow, the target button and the instruction ("At Dungar Longdrink") go there; only flight masters on the continent of the route's own count. Itinerary_Data 1.5 lists where they stand.

v2.1.2 (2026-10-19)

New

  • /iti dump writes the route you follow - every step as Itinerary built it for you, with quest names, zone coordinates and chapters - as JSON into the saved variables (SavedVariables\Itinerary.lua, at the next /reload or logout), to use it outside the game. Its first field, "about", explains the structure. /iti dump clear removes it.

Fixed

  • "Ready to learn" listed higher ranks of talent spells you haven't taken (Seal of Command Rank 2 without the talent): a spell whose first rank no trainer teaches (a talent or a quest) shows its next ranks only once you have it.
  • A skill WoW Forever renamed (Blessing of Salvation is Salvation now) stayed "ready to learn" under its old name after you learned it; the old name is also dropped from the list at your next trainer visit.
  • The trainer instruction sent an Undead paladin in Undercity to Mary Edras, the first aid trainer, for class skills: a route's trainer stop at someone known as a profession trainer no longer counts as a class trainer (unless you opened them as yours). The same goes for pet, demon and portal trainers, weapon masters and riding instructors (the route still visits them for what they teach). Itinerary_Data 1.4 lists who they are.

v2.1.1 (2026-10-19)

New

  • A small × on each instruction dismisses it: one from the route is done; a trainer, weapon master or profession instruction waits for your next level.

Fixed

  • A "Vendor trash" errand the route keeps along the way without an end stayed an instruction long after you'd left (Corina Steele's showed in Dun Morogh): every vendor errand now runs next to the next few steps only.
  • Weapon masters: the shipped list of where they stand counted for nobody (its faction mark wasn't read), and a visit's list replaced what the master was known to teach (a character who knew 2h Swords already hid them).
  • Your own copy of a route version that isn't installed any more (a newer route pack ships only the latest two versions) came up empty. It now builds on the newest installed version of that route, with your edits on top.

v2.1.0 (2026-10-18)

New

  • Portrait on the target button: the button shows the face of the mob or NPC it would target now (the one on a nameplate it picked, your target when that's one of them, or one you hover), round like the game's unit frames, and its tooltip names it. The face stays when they leave nameplate range or you clear your target. Faces of the NPCs and mobs you target, hover or meet on your step are remembered for all your characters, so the button can show them before they're in sight; someone you've never met keeps the usual icon.
  • Object name tags (Settings > Quests): a quest object you can click close by (within about 15 yards, in any direction) gets a nameplate with its name and the quest objective under it. Quest objects are the ones your quest log names and the ones that give an item a quest asks for (Fishing Traps for Half-Eaten Fish: known from the data add-on, and learned when you loot one). All names herbs, ore veins and chests too; NPCs, doors and mailboxes never get one, and it's hidden in combat. The name shows even when a nameplate add-on hides the game's own. While Glimmer (NaowhForever QoL) is on, it's left to Glimmer. /iti tags says what the game picked and why it gets a tag or not.

Changed

  • Optional buys are instructions, like food and vendor trash: a weapon "if you can afford it", items for a quest later, potions if in stock and the auction house's "buy these for quicker turn-ins" no longer stop the route. Click one to point the arrow at the vendor; it's done when you have the items or close that vendor or the auction house. Buys the route needs and a hunter's arrows stay steps.
  • Quest sparkles moved to Settings > Quests. The target and item buttons' tooltips show their key and point to Keys in Itinerary's settings.
  • Itinerary_Data 1.3: which objects give the items a quest asks for (for the name tags).

Fixed

  • A quest you had left out (skipped where you'd take it, or abandoned) and take after all: when the route had already gone past its steps, it now goes back to them (The Great Outdoors jumped ahead to buying a Wooden Mallet).

v2.0.0 (2026-10-18)

New

  • Route editor: everything a route step can do: besides accept, quest, turn in, go, do, train and xp there are fly, flight path, hearth, home (make an inn your home), dungeon, abandon and sell junk; hover a type for what it does. Switches for Optional and Death skip. A Conditions page (quests in your log, level, zone, items, a buff, professions, money, your weapon, level jumps) and a More page (trainer kind, when a travel step is done, dialogue, a macro button, waypoints and kill-area spots). Quest steps take objectives (12:2), accept steps a level, the NPC field several names. The route's name line in the header is short ("edits make your own copy"); hover it for the whole story.
  • Route editor: waypoints and kill areas you can see and change: on the More page, the step's waypoints (ending at its point) and kill-area spots as lists - type coordinates, set a waypoint's radius, move one to where you stand, change the order, remove one, add at your position or by clicking the world map. While the editor is open, the world map draws the selected step instead of your next stops: its point, numbered waypoints with a line, and its spots; drag a pin to move it, right-click to remove it. Each one's zone can be changed too (type a zone's name, the start of it or its map ID), coordinates can come with a zone (Westfall 56.3, 47.5) or as a pasted /way line, and a step without a point gets one by typing it in.
  • Route editor: search the step list: a search box over the list; the chapter's steps whose text has what you type (quest steps by the quest's name) drop down under it, and a click on one takes the list to that step and selects it. All steps searches the whole route.
  • Route editor: Ends at step for along-the-way steps: the step where it stops showing. It follows the step when you add, hide or move steps.
  • Buttons from the quest itself, for any route: an open objective that asks for an emote ("Sit near the campfire", "Salute Guard Thomas") gets a macro button for it (targeting whoever the objective names), and a quest item in your bags with a Use effect gets its button when the objective or the quest's name mentions it. Shared routes keep emote macros (/hug, /pray, /roar ... are allowed in imported item-button macros now).
  • The recorder records much more: quest items you use (on the quest step's item button), emotes you do right before an objective moves (a macro button on the quest step), abandoned quests, weapon masters, vendors (food, drink and bags as an errand, anything else as a step with Collect, or Vendor trash / Repair), dungeons (at the entrance, and the quests you finish inside), boats and zeppelins to the other continent (at the dock), the Deeprun Tram, death skips (back at the spirit healer far from where you died), and the way you walk to each step as its waypoints when it isn't about straight. New button Level here: a step done at your level and XP right now, for "grind to here".
  • Which route a new character gets is decided in three levels: your default for a race and class ("make default" in the route list; also for imported and your own routes), then the route packs in your order (Settings > General > Route packs; a new pack goes to the bottom), then the pack's own order. The route list shows your default on top and, with several packs, which pack each route is from.
  • Route pack choices: a route pack can offer on/off choices of its own (for example which dungeons your route includes). They show as switches in Settings > General under Route packs and are kept per character; the pack decides which of its steps and chapters they leave out. A change rebuilds your route with a quick reload. Switches your route doesn't use (an older route version without choices, another pack's route) are dimmed and need no reload.
  • Level jumps: a route can skip a section above a level; it's decided once when you get there.
  • Your next stops on the maps: numbered pins in route order on the world map (also the continent map) and on the minimap, with a dotted line between them on the world map. Steps at the same place share one pin ("2-3"). Settings > Travel: how many on each map (Off, Current, Next 3, Next 5; default Next 5) and the line. On the minimap only the first pin stays at the edge when it's out of range.
  • Death skips are always an instruction: a death skip a route has as a step of its own shows next to the steps after it, like all the others. With a place to die at, the arrow leads there first; reaching it doesn't tick the death skip off (only being alive again does), and two in a row show one after the other.
  • Death skips at the arrow (Settings > Arrow, on): "Die and respawn at the spirit healer" always shows above the waypoint arrow, also when Instructions at the arrow is off.
  • Share quests in a group (Settings > Quests, off): in a group, every quest you accept is shared with the others right away (when it can be shared), so whoever is behind doesn't have to run to the quest giver. Quests a group member shared with you aren't shared back.
  • In dungeons (Settings > General, Show by default): Hide puts the route panel, the arrow and the item buttons away inside a dungeon or raid; they're back when you leave. The minimap button (or /iti) shows them there for that visit.
  • Open the training window (Settings > Trainer, on): talking to a trainer you came to train at (the route's trainer stop or a trainer instruction) skips the dialogue and opens the training window, so with Buy class skills on it's one click. Hold Shift to see the dialogue.
  • Trainer tooltips everywhere: every trainer instruction has a READY TO LEARN tooltip on hover (class trainers, weapon masters and profession trainers), also when a trainer visit is your current step (hover its title).
  • Profession trainers are recorded when you open them: the profession, its ranks and recipes with skill, level and price. The tooltip lists only what that trainer teaches, minus what you already know (cooks don't all teach the same recipes).
  • Gather mode (/iti gather, experimental): a farming route. The arrow leads from one spot where a herb or ore vein of your skill can spawn to the next; the zone's spots show on the minimap and world map. Two sets of spots (Settings > Professions > Gather data: Both, Shipped or Own), in different colours on the map: the shipped spawn spots and your own, which grows silently on every character (any profession, gather mode on or off) from the nodes you gather and the ones that come within about 20 yards.
  • Gathering tracking (Settings > Professions): Find Herbs / Find Minerals is switched on when no minimap tracking is on. Node icons: the game's interact icons over herbs, ore veins and chests close by.
  • Itinerary_Data add-on (GPL v3, a folder of its own in the same download): where every class trainer, profession trainer, weapon master and tool vendor stands, which ranks a profession trainer teaches, and the herb and ore spawn spots for gather mode (shipped spots and finds from the beta). Itinerary works without it.
  • Own icon: a brass compass in the AddOns list and on the minimap button.

Changed

  • Errands at a vendor are instructions, not stops of their own: vendor trash at a named vendor, buying a drink, food and water, bags, repairs. Click one to point the arrow at that vendor; it's done when you open them (selling junk: any vendor). The arrow doesn't lead there by itself. Buying what the route needs (a quest item, a weapon, arrows) stays a step.
  • Weapon skills (Settings > Trainer) is Route by default: only the weapon skills the route trains get a training hint, not every weapon your class can learn. A choice you made yourself stays.
  • Buying class skills: only the worthwhile skills (new setting Settings > Trainer > Only worthwhile skills, on); with it off, the others too from level 10.
  • Over the arrow, trainer instructions are one line, "Skills to learn nearby - click the instruction panel to go there", until you click one (the arrow doesn't lead there before).
  • Profession instructions only show when you can pay for what they're for (secondary professions after the money for your next class skills, a new rank when you have its price).
  • Target button: with enemy nameplates on, a step's mob kinds are tried closest first (alive, not tagged by someone else, not fighting another player). A step after one particular mob (one kind, one of it needed) puts it first, ahead of anything closer, until you have what you need from it. /iti target shows what it sees.
  • Route steps can depend on more: a profession's skill range (only if you picked that profession), knowing a profession, being short of money, your weapon being weaker than a reward, a quest not finished yet or not in your log, and the experience rate. Of two grind steps for "side quest done" and "not done", only the one that fits shows.
  • Steps for an item you need to have only show while you have it (or, for "fewer than", while you don't). Food instructions ("Eat the Herb Baked Eggs") get the food on an item button and stay hidden while its buff is up, until a minute before it runs out (the buff is learned the first time you eat).
  • Along the way: one objective per line, the count in the hint colour; finished ones stay listed, greyed. The same objectives or the same entry from two steps show once (the fuller one); tiers of one item (4, then 10 and 50) show one at a time; a quest's collect goes away once that quest is handed in; items collected for another quest are an entry of their own. An objective hands over to the route's own step for that quest: from there that step shows the counts instead of both.
  • Next steps: steps that are done already are left out (an abandon step for a quest you handed in or never took).
  • "Get the flight path" steps for a flight path you have already are done: Itinerary notes your flight paths whenever the flight map opens.
  • "Die and respawn at the spirit healer" instructions and steps are done once you're alive again.
  • A "turn in / accept it if you pass by" instruction isn't listed when the route does the same as one of the next steps.
  • A turn-in the route only does "if it's done by now" isn't listed as one to go back for when you passed it.
  • The "skipped steps" line: right-click it if you're not doing those quests; quests of a chapter you've left drop off it by themselves (unless ready to hand in).
  • Timed quests: the time left from the game's quest timer shows on the instruction that runs until its turn-in (or on your step when there is none), counting down.
  • The best-selling quest reward gets a gold coin in the corner of its name box instead of a golden frame (the frame was hard to tell apart from the game's highlight on the reward you pick).
  • Gathering tracking switches on right after you learn Mining or Herbalism (it tries again for a few seconds until the game lists the new tracking), also over another tracking that was on, once; it comes back after you're resurrected; and the map filters (flight masters, mailboxes, trainers ...) no longer count as tracking you switched on yourself.
  • Memory use is shown in the settings button's tooltip (Itinerary, all addons, the top 5), measured only while you hover it. The footer display and its setting are gone (measuring every few seconds could cause small stutters).
  • Faster late in a route: the "skipped steps" line no longer looks through every step behind you after each kill, loot or quest update. Near the end of a 1-60 route that took several milliseconds every time (small hitches in fights); now it's well under one, anywhere on the route.
  • Gather mode in zones with many spots (Arathi, Burning Steppes, Stranglethorn) costs a fraction of what it did, and its spots only go on the world map while the map is open (they're placed when you open it). Your own spell casts and the arrow on steps without a place of their own cost less too.

Fixed

  • Target button on a kill step: a kill objective ("Kobold Workers slain") counts only the mob of that name, so a step's other mobs that merely share a word (the Kobold Vermin of the quest before) are no longer targeted; objectives for items still go by shared words, and a kill credit no mob is called like as before.
  • Target button with along-the-way quests: your step's own mobs come first (one range band ahead), so the workers of your step win over the vermin you also kill for a book along the way, unless one of those is right next to you.
  • Buying at a trainer with another dialogue option (a quest, unlearning talents): the training window stayed closed unless the route had sent you there, so nothing was bought. Now it opens wherever Itinerary would buy or learn something: your class trainer with skills to buy, a weapon master with a weapon skill to buy (Buy weapon skills on), the trainer of a profession you picked with something to learn. The training option is found by its icon first, never the one for unlearning talents.
  • Recorder: a weapon master was recorded as a class trainer visit (a step waiting for class skills); now it's a train step for the weapon skill you learned there, and nothing when you only had a look.
  • Route editor: your first change to a route from a pack (which makes your own copy) no longer jumps the editor to step 1; it stays on the step you're changing.
  • Route editor: the name box of your own route is wider and shows a long name from its start (it showed the end of it).
  • Money conditions worked the wrong way round: a step for when you can afford something showed only while you couldn't, and "until you have 10 copper" only once you had it.
  • Riding and lockpicking conditions no longer stop the route with an error; riding counts as known with any riding skill (Wolf Riding, Horse Riding...). A step can have a skill range (Cooking from 10 to below 50).
  • A hearth step no longer skips itself in the zone you're in when the route goes on somewhere else.
  • "Abandon X" for a quest that's finished and handed in later on the route is done without abandoning it.
  • A route's vendor visits (vendor trash at a named vendor, selling junk, buying from someone) are done when you open that vendor; before, only some were.
  • An item that starts the step's quest gets its button even when it has no spell (Croaky's Head).
  • A "die and respawn" instruction waits for the quest hand-ins and pick-ups right there.
  • Camping 101 quests for professions you didn't pick (or know) aren't taken; a step with two of them only names the one that's yours.
  • Profession instructions only send you to a trainer who teaches what you need (Kitta Firewind at the Tower of Azora teaches only Expert Enchanting, a village trainer only Apprentice): Itinerary_Data knows the ranks from the trainers' titles; a trainer you opened counts by what they showed you.
  • Profession trainers that WoW Forever added (like the junior trainers in the starting areas) are picked up as soon as you target, hover or open them.
  • Class trainer instructions in every starting area: with Itinerary_Data all class trainers are known (before, only trainers you had opened were known).
  • The class trainer instruction no longer shows when its tooltip says there's nothing new: both go by the trainer's recorded list against your spellbook.
  • The trainer instruction no longer waits for a route trainer stop a few steps ahead when that stop is itself shown as an instruction.
  • Settings: a switch with a longer label is wider instead of cut off (Panel > Instructions: "In the panel").
  • Credits: Meow is "Cat Meow 2" by Cat Stevens (SoundBible.com, CC BY 3.0); LICENSE.txt names every library with its author and license, and the manual has a Credits and license section.

v1.2.0 (2026-10-15)

First version in this repository.

  • Route panel with hints, INSTRUCTIONS and ALONG THE WAY cards, upcoming steps and your pace against a reference run; waypoint arrow in several styles; colour schemes (Itinerary, Amethyst, Frost, Ember, Slate).
  • Quest, item and target buttons with key bindings.
  • Automation: accept and turn in route quests, quest dialogue, junk selling, hearthstone, flights, class skills (worthwhile ones first, with a reserve), weapon skills (off by default), professions and their tools.
  • Class trainers and weapon masters close by as instructions, with what they have for you.
  • Professions: up to two main professions plus secondary ones, money planned for learning them and their tools, the starting-zone book reward used for a gathering profession.
  • Abandon steps for quests a route drops.
  • Route editor (hints, items, items to collect, XP targets, along the way, auction house / self-found steps, save with a quick reload) and recorder (hints, instructions until a quest is turned in, along-the-way objectives; Shift + right-click on the route button, REC light in the footer).
  • Routes are shared as import strings or come from route packs (separate add-ons); Itinerary itself ships without routes.
  • User manual (MANUAL.md).

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