Newbie guide/All
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Contents |
See Newbie Guide for links to section pages.
Picking a Server
There are a few things to keep in mind when you pick a server to play on.
Where are Your Friends Playing?
With each character your create, you can only interact fully with people on the same server (realm) and faction (Horde vs Alliance) as your character. You can create characters on different servers if you like, but then they cannot support each other by e.g. swapping gear, money, supplies or mailing items to each other, etc.
You are allowed limited access to other servers. There is, however, the possibility of paid transfers. For a fee, you may move one character to another server of the same type, for example PvP to PvP or PvE to PvE. You may also move from PvP to PvE, but not the other way around. The character will be unplayable while the transfer occurs, and a character can only be moved once every month. That is to say, if Alice was moved, she cannot be moved again for a month, but your second character ("alt"), Bob, can.
Other than that, the only way for people on different servers to meet is through the cross-realm PvP battlegrounds, where characters from servers in the same battlegroup can meet. However, there is no guarantee that two players who would like to interact will be put into the same battleground game.
What's Your Time Zone?
Playing on a server with a time zone similar to the one you live in means more people will be on around the time you're going to play – assuming you play during peak hours, which varies but is usually between 6 p.m. and 10 p.m. on the server during weekdays. This affects the game in several ways, some of which might not be immediately apparent or affect you until you reach higher levels.
Your realm's time zone can affect your World of Warcraft experience in following ways, among others:
- The number of people who are available for you to group with. This is critical for instanced dungeons, and if you are interested in endgame you may find that this is your most important consideration as you will want to be active around the same time that the people in your guild are raiding.
- The amount of buying and selling that is going on and the prices in the auction house at peak hours.
- The amount of competition for resources that are out in the wild. The more people playing, the more might be looking for the same herb or quest mob that you're looking for.
- The number of opposite faction players who are around to attack you (especially if you are playing on a PvP server).
- The amount of activity going on in Battlegrounds. (Note that since the introduction of Battlegroups this has become a much smaller consideration.)
People who are usually unable to play during peak hours often try to play on a realm in a different time zone than the one they live in. If you tend to be available earlier than peak hours, you might want to look for a server that is in a time zone earlier than where you live. Similarly, if you tend to be available later than peak hours, you might want to look for a realm that is in a time zone later than where you live. This will generally maximize the number of people who are around when you are also looking to play.
Which Language Do You Prefer to Speak In?
The European Realms are divided up by which language is primarily spoken on them. There are no rules banning you from speaking other languages on the servers, but you may feel more comfortable on a server where the majority of players speak a language that you understand.
What's the Server Population?
Each realm has a population listed on the server selection screen. Each realm is characterized as having Recommended, Low, Medium, High, and Full population. Recommended servers are what Blizzard thinks will give a new player the best experience, while the rest are categorized based on how many players are currently logged into the realm. These servers change throughout the day, so you may want to decide on a server at the time you would normally play, so that you'll know how full it is normally. You cannot create a character on a Full server unless you already have characters there. Some High population servers have wait queues during peak hours. This means you cannot sign in at all to them until other people have completely logged off of that server.
Each type of realm has benefits and drawbacks for new players.
- Realms that are usually at "Low" population are often very welcoming of new players. The lower population means that there is a great deal of demand for new players on the realm, and experienced players will often be more willing and helpful in bringing a newer player up to speed than on other realms and may have more patience with new players in general. However, the realm's Auction House will probably not have a very wide selection of items available to buy and it may be challenging to find players to group with. There will probably never be a need to wait in queue to log into these realms.
- Realms that are usually at "Medium" populations offer a compromise between extremes. There is not much if any demand on these realms for new players, although they are usually not disliked, either. These realms usually have a wide variety of items on their Auction House and finding other players to group with will not usually be a problem. Even at peak hours there is seldom if ever a queue to log into these servers.
- Realms that are usually at "High" populations can be rather discouraging of newer players (and not just those who are inexperienced with World of Warcraft). These realms sometimes have queue times to log in that can range from a few minutes to an hour or more. While the Auction House is often full of items and there are usually a lot of other players looking for people to group with, bear in mind that with a larger group of people there are can often be a corresponding increase the number of players who behave badly toward others or are outright unpleasant to deal with, something that on Low and Medium population realms are at a relative minimum (thought hardly immune from). However, a player looking to act negatively toward other players will probably be able to find other like-minded individuals, and even find entire guilds devoted to this sort of behavior.
- Realms that are often at "Full" populations are much like realms at "High" populations, but even more so. Players on these realms may be outright hostile to new players regardless of their experience with World of Warcraft, as login queues on these realms may regularly last hours. However, if you are able to log in, the Auction House will be full of items and there will be a vast number of players who you may be able to group with.
Blizzard occasionally releases new realms so that players can experience World of Warcraft on a completely new server. New servers, instead of displaying population, display the "New" status. New status means the server has just recently been put online and characters will be lower levels on average and the population of course starts very low. This generally means less resource competition and also a small economy so trading at the auction house will be reduced and prices will usually be lower.
When these new servers are populated, everyone starts at level 1, but after a month or two there will be many hardcore players at the level cap and endgame will begin to pick up from there. Down the road, there is also the possibility of entire high level guilds transferring onto the server, giving it a kick start. However, players may not pay to transfer to new servers for six months.
What is the Horde/Alliance Breakdown?
In some servers the ratio of the members of each faction is uneven. On some servers, there are more Alliance than Horde, while other times it can be a complete opposite, or even an evenly-matched ratio. Imbalances in factions can be an issue for PvP, grouping up, or just trying to complete quests since sometimes you have to wait for quests to respawn. Sites like WarcraftRealms.com show you the horde/alliance breakdown and other useful information (e.g. how many horde players are online at 9pm) connected with choosing a realm. However, nothing can be completely accurate, so please don't try to use statistics from anywhere except the World of Warcraft official website, here, as facts.
Some say that one reason for the Alliance bias is the argument that the Alliance quests and areas are more polished than the Horde quests/areas. Other than that, some choose to play characters that are more appealing to the eye, or more similar to traditional heroes of fantasy literature and games. However, there are some arguments for the Horde as well. Some argue that the Horde player base is more mature than the Alliance player base. Others like the wide diversity of races in the faction. From there, the choice between Alliance and Horde would obviously depend on taste. See Races for more information on each.
What Kind of Experience Are You Looking For?
This is probably the biggest choice you have to make while playing World of Warcraft. There are four types of servers.
- PvE (Normal)
- These servers pit player versus the environment, and are stigmatized as "easy mode" by some people, leading to the term carebear for players who are on PvE servers, so you're not likely to get much respect from people who are into hardcore PvP. But in these servers, you don't have to worry about players of the opposite faction killing you since the only way they can kill you is if you choose to let it happen.
- This may be the least stressful gaming experience especially if you are new to the game, because of this it may be good idea for your first realm to be in a normal server so you can learn how to play as well as enjoy the story of the game. You can PvP if you want, but you are not required to. On these servers, most PvP takes place inside the Battlegrounds and Arena, but can also take place anywhere else. Attendance to the battlegrounds is completely optional, as is any other PvP experience.
- RP (Role Playing)
- If you are more interested in being immersed in the game world than leveling up or getting cool items, these servers are for you. In these servers, you don't have a character to power-level. You are the character. People accept you if you talk like your character (with whatever accent, whatever vocabulary), and you're also able to act like your character. In this server you also don't have to worry about PvP since you can only be killed by other faction players if you so choose (like PvE servers). You are much less likely to get griefers on this server. Also, character name rules are stricter and out of character speech on public channels or in /say or /yell can earn you a visit from a GM who will require you to behave, etc.
- PvP (Player vs. Player)
- Hardcore PvP gamers will tell you that Player vs Player, or PvP, is the only way to go. In some ways, it is the most rewarding experience. In other ways it is the most frustrating and annoying experience. PvP brings an additional thrill and sense of excitement in the game. Also it opens up so much more of the game since most of the time you have to watch your back. Factions are usually more tightly knit and players on your side will frequently jump in to save you (if they can) at first sign of you struggling or give you warnings and other helpful stuff. Of course this also means a potentially frustrating experience such as if you're level 25 and trying to explore an area and having level 50s come by to gank you. This is not recommended as a first server, as it limits your leveling. Note: If you are interested in playing both factions on the same realm, don't choose a PvP server. An account cannot create characters of both sides on the same PvP realm, you must pick either Alliance or Horde for all of your characters.
- RPPvP (Role Playing Player vs. Player)
- The newest type of server, RPPvP servers have the elements of all-out PvP combat, but with the constraints of the RP ruleset. This is the type of server to choose if you are interested in being able to act out a character as truly as possible, by having him/her being able to attack members of the other faction at any time. Like PvP servers, an account can only have either all Alliance or all Horde characters on these servers, not both.
Character Creation
- There is a very slight (+/-3 points) stat difference based on race; starting stats are determined mainly by your race. Your race choice determines your faction allegiance (either Horde or Alliance), your starting area, and your Racial Traits. What you can do with your character, however, is determined mostly by your choice of class. See the Race and Class pages for discussions of the different race and class options.
Race
- As your character increases in level, these racial differences become negligible with the exception of racial traits, which can be strategically useful in some situations. Therefore, play the race that you find most interesting based upon appearance and racial traits, and don't sweat the little differences.
| Playable races in World of Warcraft | |
| | |
- One important note: The Alliance vs. Horde distinction is a very important one, as you will only have very limited interaction with those on the opposing side, outside of combat. If you're playing on a server with friends, you all want to be on the same side so that you can chat, etc., so make sure you all either select Horde races or Alliance races. Also know that on PvP servers you may only play one faction, Alliance or Horde, on a given server, on a given account.
Class
| Classes: | | | | | | | | | | |
|---|---|---|---|---|---|---|---|---|---|---|
| Class races: | Dk | Dr | Hu | Ma | Pa | Pr | Ro | Sh | Wl | Wr |
| Quests: | Dk | Dr | Hu | Ma | Pa | Pr | Ro | Sh | Wl | Wr |
| Abilities: | Dk | Dr | Hu | Ma | Pa | Pr | Ro | Sh | Wl | Wr |
| Trainers: | Dk | Dr | Hu | Ma | Pa | Pr | Ro | Sh | Wl | Wr |
| Talents: | Dk | Dr | Hu | Ma | Pa | Pr | Ro | Sh | Wl | Wr |
| Talent builds: | Dk | Dr | Hu | Ma | Pa | Pr | Ro | Sh | Wl | Wr |
| Tactics: | Dk | Dr | Hu | Ma | Pa | Pr | Ro | Sh | Wl | Wr |
| Armor sets: | Dk | Dr | Hu | Ma | Pa | Pr | Ro | Sh | Wl | Wr |
| Starting a: | Dk | Dr | Hu | Ma | Pa | Pr | Ro | Sh | Wl | Wr |
| PvE guide: | Dk | Dr | Hu | Ma | Pa | Pr | Ro | Sh | Wl | Wr |
| PvP guide: | Dk | Dr | Hu | Ma | Pa | Pr | Ro | Sh | Wl | Wr |
| Useful macros: | Dk | Dr | Hu | Ma | Pa | Pr | Ro | Sh | Wl | Wr |
- Can't decide what class to play? Make one of each that sound interesting (you can have up to 10 characters per server), play them up to level 5-15 or so, and decide then. It only takes an hour or two to get the first few levels, and then you'll have a much better idea of what it's like to play each class. You may still miss out on the more significant parts of playing a class, as some important skills are given at level 20 or 30 for the first time, but you will get the gist of the class so that you can at least understand what higher level characters are talking about. Alternatively you can read the description of each class to have a general idea of them.
- An important factor to consider when choosing a class is whether there is going to be much demand for characters of your class in groups. Generally, tanks and healers are in higher demand than damage dealers for most servers. Therefore, if joining instance group/raid is you first priority, choosing classes that can spec tank or healer may improve you chance of getting invited.
- For those who want to be the tank in instances, warrior, paladin and druid are your choice. With the right gear and spec, they can have higher health and armor than the rest of the party. You can absorb large amount of damage and prevent others from being attacked. Warriors and paladins can wear mail at lower level and plate after level 40, which provide them with very good armor. Druids can only wear leather or cloth. However, they get Bear Form and Dire Bear Form at level 10 and 40 respectively, which gives them large amount of health and armor bonus (Bear Form is similar to a Warrior in Mail armor, Dire Bear form is similar to a Warrior in Plate armor).
- If you want to heal others, priest, druid, paladin or shaman can be considered. All of these classes, with specific talent point allocations, will make a competent main healer. In addition, all of them provide useful buffs to the other members of the party. Paladins have auras which buff all players in their group within a radius, and beyond that have blessings that they can cast on anyone that give different benefits. Shamans have totems which act similar to auras in that they buff party members near them, but they have very different benefits. Druids can increase the critical hit chance, spell critical chance, or amount of healing done to the entire party, in bear/cat form, moonkin form, or tree of life form, respectively. Priests' stamina buff is always useful to everyone. With certain spec they can also help party members regaining mana at a much faster rate.
- The five classes mentioned above can also be damage dealers with the right gear and spec. However, there are four classes that can be considered as pure damage dealers: mage, warlock, rogue, and hunter. Mages excel at dealing massive magical damage to their enemy. Their powerful area of effect damage is helpful in many encounters. Warlocks have abilities to summon a demon as a pet which will do the player's bidding. They are famous for their damage over time spells. Rogues have stealth abilities, can open locks, and can deal lots of damage by backstabbing. Hunters are the only ranged class in game that do mainly physical damage. They can tame pets to help them in fight, as well as put down various traps to help the party. Depending on their spec, they can also boost their party members' damage output in different ways.
- To see what the population for each class is on a given server (or all servers) for one faction or another, see Warcraft Realms.
See Also: Choosing a Class
Name
- Picking a name can be tricky. Nearly everyone wants something unique, awe-inspiring and/or "cool". However, the name you pick does tell others something about you.
- Keep in mind that your name needs to be easily typable in conversations, and that it probably shouldn't clash too much with the warcraft/medieval themed environment. Names that you probably shouldn't pick include:
- Legolas - Wrong universe. Too unoriginal. Far too commonly used already than you may expect.
- Mrcoolguy / Iownyousohard - More than anything, this suggests to other people that you're immature. Maybe you are, but not making it quite so obvious makes it a tad easier to earn the respect of other players.
- Lukeskywalker - Wrong time, wrong universe.
- Joë / Jôe / Jœ - If you use special characters in your name, expect to find that most people do not know how to type your name (which means a lot of trouble later in the game), and you may encounter error on your armory page as well as when you try to link to it. See below.
- On RP and RP-PvP realms there are additional naming policies active. They can be found at the official Naming Policy page (EU, no equivalent on US sites) under the title "Only applied on Roleplaying Servers" and at the official Roleplaying Realms Policy page (EU, US).
- Picking something unobtrusive that actually sounds like a name is usually your best bet. Your name doesn't have to be cool to make you cool. You make your name cool by who you are and what you do; WoW may be massively multi-player, but the core population of any given server is really only a couple hundred players. Rumors, names and stories of feats do travel quickly.
- Try using the stratics.com WoW name generator or the xenoveritas.org random name generator!
- Can't decide on a name? Try BehindTheName.com.
- What if the name you want is already taken? It is commonplace to see several spelling variations on a name, but you should stay away from strange characters (like æ, ø, and œ) that are not common to the language or are in the extended character sets. The biggest reason for this is making it easier for others to type in your name. So, if you find 'Joe' is taken, don't replace it with 'Joë' or 'Jôe' or 'Jœ'. Instead, try 'Joey', 'Joseph', or other variations.
Gender
- Lastly, you can choose your gender, male or female (of course!) when creating a new character. Functionally, there is no different between a male or female character (maybe except there are occasional concern about male Tauren warrior tanks' hit box in certain fights). The only in game differences are the appearance, animation and speech. Therefore, it is usually advised to choose according to your real gender. (Nevertheless, some people like to do otherwise for various reasons. As a rule of thumb of playing WoW as well as any other MMORPG, do not assume the gender of anyone by the look of him/her!)
Intro Fly-thru and Starting Areas
Intro Fly-thru
After you choose the starting details of your character, you will be given what looks like a cinematic based on your race with a voice-over giving some background history of the race. This is actually a real-time fly-thru in the game and you will see actual players moving around if you look carefully, and you may get a glimpse of some combat. The fly-thru usually starts at a capital city and flies through parts of the country-side to your starting area.
Starting Areas
Depending on your race, you will start in one of eight starting areas:
- Orc: Valley of Trials, Durotar, Kalimdor. This area is dry and rocky, mostly consisting of reddish desert.
- Tauren: Camp Narache, Mulgore, Kalimdor. Mulgore is lush and green, with large lakes, grassy plains, and mountain valleys.
- Troll: Valley of Trials, Durotar, Kalimdor. (Same as Orc.)
- Undead (Forsaken): Deathknell, Tirisfal Glades, Eastern Kingdoms. Tirisfal Glades is a dark forest over-run with the mindless undead of the Scourge.
- Blood Elf: Sunstrider Isle, Eversong Woods, Eastern Kingdoms. Rebuilt city. The Fly-thru actually begins in the Ghostlands, showing the straight path of destruction left behind by the Scourge after their attack on the Elven city.
- Dwarf: Coldridge Valley, Dun Morogh, Eastern Kingdoms. A snowy area with mountain paths and frozen lakes.
- Gnome: Coldridge Valley, Dun Morogh, Eastern Kingdoms. (Same as Dwarf.)
- Human: Northshire Valley, Elwynn Forest, Eastern Kingdoms. A low, forested region with various human settlements in it.
- Night Elf: Shadowglen, Teldrassil, Kalimdor. A huge, ethereal, twilight forest that perches entirely on top of a colossal World Tree to the northwest of Kalimdor.
- Draenei: Ammen Vale, Azuremyst Isle, Kalimdor. Misty forest area around the crash site of the Exodar.
See Also: Category:Questing guides
Name and selection circle colors
Friendly NPCs will have green names, neutral creatures will have yellow names, and hostile creatures will have red names.
Most NPCs you will first encounter should be friendly.
The first mobs you see will have yellow names. They are neutral and will not attack you until you attack them. Neutral creatures become hostile when attacked, but will revert to neutral if you go out of attack range for long enough. Soon enough, you will find hostile monsters that will attack you automatically when you get within a certain range called aggro radius. Almost all your kills will come from these hostiles. Later you may find unfriendly neutrals with their name in orange. They are like neutrals, but you cannot trade or talk to them. Usually they are member of a faction and if you do quests for them or kill their enemies, you'll get reputation...
Player characters of the your same faction and their pets will generally have blue names. You may see that other players have red, yellow, or green names. For these conditions, see PvP flag.
Getting Better
There are many ways to improve your character from merely grinding (killing monsters for what they drop and the experience they give), to questing, PvP, crafting (learning and improving professions), or just gathering.
Ultimately, you'll want to gain levels so you can improve your fighting or spellcasting, but also because you need higher levels to improve professions and access such cool things as mounts. Also, to make your character more competitive you will want to get better gear and skills. For most of that you will need money, but can also be gained through quests and PvP.
Getting Experience
The combination of Questing and killing mobs is the primary way of gaining experience. You can also get smaller amounts just by exploring new areas (although this is impossible without first being at a reasonable level and shouldn't substitute combat experience considering the risk involved). You can also gain experience by just killing mobs without questing, although this may become boringly routine after some time. As for just milking experience from mobs, there are guides elsewhere explaining which mobs are best for killing at certain levels of classes (some of which are listed at the bottom of this guide). The rule of thumb is, monsters two levels lower than you allow for the fastest XP, as they die fast while still providing decent XP per kill.
Training New Skills
As you progress and gain levels in the game, you will be able to learn many new and exciting skills (abilities and professions) and spells. These are all learned at your class trainer, profession trainer or weapon master in the various cities. If you're having troubles locating a trainer, just ask a city guard. The class trainers will offer you more skills and spells at every even-numbered level. The profession trainers will allow you to advance in skill stages and offer you more recipes as you increase your skill level.
As of level 10, you can also further specialize your character by investing talent points into talents geared toward different aspects of your character.
Quests
Quests are the core of the World of Warcraft experience. From around level 10, you will almost always have a dozen active quests in your quest log. A lot of the time, if you're like many, your log will have the maximum of 25 quests in your log. It is good, however, to limit this as well as is reasonable, because others frequently have quests to share with you. The more of the group working on the same quest, the better, as you can all work to a common goal and you each know distinctly what that goal is.
Quests are obtained from NPCs, from items in the world, or shared from party members. Not all quests can be shared, and there are many quest lines that you must follow from the beginning; you cannot skip within a quest line.
In your starting area, you will find some quests that are common to all, and for some classes, you will have some class-specific quests. All of these quests are good to start gaining experience. These often include killing low-level creatures in the area or speaking to one of the nearby NPCs.
You can identify quest giving NPCs from the ! over his head. Talk to the quest giving NPC to get the quest. The giver of a quest you have yet to complete will have above his head a silver ?. When you complete the quest by meeting its requirements, the quest giver will have a ? over its head. These symbols will also appear on your mini-map to help in navigation and discovering new quests.
- Note: If you have the requirements, but some items are in the bank, you must retrieve them to finish the quest. They must be in hand. Otherwise, it will appear as though the quest is bugged when it's not.
Most of your first 10 levels will come from quests and from monsters you kill as a part of doing quests. While a good group is a very good thing, if you find yourself in a party that wanders around killing non-quest monsters and doesn't seem to be working towards a quest, it may be better to go questing alone. Most frequently, groups involving different classes are much more effective than groups of only one class, or being solo. Also, in groups, players can share many quests with one another so that all of them can be doing the very same quest, and if the quest involves only killing monsters, each monster killed contributes to everyone's quest. If a quest involves picking up an item from one specific mob, all party members can pick it up at once.
Obtaining Wealth
You gain money in World of Warcraft by completing some of the quests (some of them have no monetary reward associated with them), killing mobs and looting their corpses, selling excess inventory items to the vendor NPCs, or learning one or more professions. Don't forget to pick a profession and skill it up as much as you can in the early levels. Trying to max out your profession after you hit 60 is a tedious and very undesirable process. As you go up in level, both the quest rewards and the money from mobs increase, as a general rule. Also, humanoid and undead mobs drop loot for more cash per kill than any of the beast type mobs who aren't quest-related. Upon completion of a quest at your maximum level (60 before, 70 after The Burning Crusade) you receive a monetary reward instead of experience. The same rules apply, you get more money if the quest was more difficult.
As for choosing to learn a profession and selling the product of your labors at the auctioneer, that all depends upon how glutted the market is with that tradeskill and/or those products. If the market is saturated at the moment, if you can afford to occupy the space, hold onto your products and maybe they will be more in demand later. Note that sometimes you can get more money by selling raw materials (skins, ore, gems, and herbs) than by selling finished products (armor, weapons, potions, and other gadgets). This is because most items can be used for various products. However, no player can make all products, and raw materials are of little use to them if they cannot use them for what they need.
In addition, there are always the Trade Channel (only in cities) and the auction house (which appear in all racial capital cities, including Orgrimmar, Thunder Bluff, Silvermoon, and Undercity for Horde and Darnassus, Ironforge, Exodar, and Stormwind for Alliance) where you can hawk your wares. All auction houses associated with a particular faction are linked, and there are also neutral auction houses which are also linked. The neutral auction houses are more expensive to post for sale (on the order of three times), and are not linked to either of the primary factions.
Rest
While in an inn or a major city (such as Thunder Bluff), your player portrait will begin to glow and your level in your portrait will be replaced with the letters "ZZZ", indicating that you are resting. If you log off here, you will continue to rest while offline. When rested, your XP bar will turn blue, and a notch will appear indicating exactly how rested you are. You will earn double XP from killing monsters while rested until your XP bar fills to the notch.
Experience you gain from a quest has no effect on the amount of rest you have left over, and it will not double up if you are rested.
One bubble of rested XP is earned for every 8 hours spent resting, up to a maximum of one-and-a-half full levels. In other words, you can leave your character resting in an inn for up to ten days without playing before you earn the maximum amount of rest state.
You also become rested while logged off in the wilderness, but only at 1/4 the normal rate. Be sure to log off at an inn or a major city whenever possible! And if you're at an inn, make sure you see the resting icon. It is usually a good idea to hearth back to the inn of your binding, if you can't run there quickly enough.
To set or change your bind point, talk to an innkeeper and click make this inn your home.
When you are about 5th or 6th level, you will receive quests to go to another town area. This town is where the first inn available to a new character is placed. Put another way, until you get your first 5 or 6 quests out of the way you will not happen across an inn and so you will have to 'camp out' when you logout, unless someone shows you where it is so that you can go there before you receive such a quest.
Fighting and Dying
Combat
Some quests require you to kill mobs to meet their requirements, but you can also just kill mobs for XP, their drops or to skin them. (Killing other than for a quest is called grinding.) Either way, you will have to fight.
You can attack any hostile (name written in red when selected) or neutral mob (name written in yellow when selected) and they will fight back. Combat can also begin by entering a hostile creature's aggro radius and they will attack you automatically. A neutral mob will ignore you unless you make any kind of threatening action toward it. Sometimes two or more mobs (hostile or neutral) may be linked so that if you attack one, another comes without calling.
To kill the mob you must reduce their health to zero. If the mob reduces your character's health to zero you die.
To reduce a creature's health you can attack in a number of ways:
- A weapon to attack (usually by right-clicking the creature):
- A spell:
- Direct Damage spell such as Smite (priest), Wrath (druid), Shadow Bolt (warlock), or Fireball (mage).
- Damage over Time spell such as Immolate (warlock), Shadow Word: Pain (priest), or Moonfire (druid).
- An item:
- Thrown dynamite (engineering).
- A targeted rocket.
Once you kill the creature you may or may not be able to loot and gain some treasure.
Using combat skills will increase your weapon skill. Being attacked will increase your defense skill. The maximum amount of skill (under common circumstances) is 5 × your character level + Racial bonuses.
Player vs Player (PvP)
With the PvP system, you may fight players of opposite factions if their PvP flag is turned on. You will know since their names will be written in yellow (you can attack them but they can't attack you) or red (you can attack them and they can attack you). Players of opposite factions can only attack you if your flag is up. See PvP flag for a fuller description.
You can fight players of your own faction in duels. Duels will not affect the status of your PvP flag and they do not end up in death. "Death" will cause the duel to end but the loser will be left alive with almost no health.
In Stranglethorn Vale, there is an arena where you can fight anyone of any faction, like a free-for-all battle. Only those in your group are safe from your wrath. At specific times a treasure chest is set at the center of the arena. The last man standing gets the loot.
Recovery
Health and mana (or energy as a Rogue) will recover over time. If you are willing to sit down, you can eat food to recover health faster and imbibe a drink to recover mana faster. You can eat something and drink something at the same time (use one then the other) which regains health and mana in one break period. You cannot eat or drink during combat.
During combat you can use potions or spells to recover health or mana during combat. Some special items also allow recovery with effects similar to spells. Potions generally act instantaneously. You may only drink one of these potions every 2 minutes and drinking one potion type precludes drinking the other for the full time. Spells can be instant, but most have a casting time which can be delayed or interrupted by combat. First Aid can also be used to recover health during combat, but the recovery is incremental and can be interrupted, as it is channeled.
Rogues have some special abilities, potions or foods that can increase the recovery rate of energy, but most are only available at higher levels, so somewhat beyond the scope of this guide.
Warriors use rage which is generated by dealing, receiving, and avoiding damage. Thus, recovery is not really an issue. But since their rage decays over time following a battle, there are potions that give the warrior rage. These aren't generally necessary, however, since rage is usually generated at an acceptable rate without the potion.
Death
Unlike other games, in World of Warcraft you lose no items or experience when you die. Instead, all of your equipped items immediately take a 10% durability reduction (this applies only to items equipped when you died, not to items in your inventory). While in spirit form, you can run back to your corpse and rejoin it for no additional penalty by selecting the "Resurrect Now" button when you come within range; you come back to life with half health and half mana. Run speed is increased while you are a spirit and you are able to walk on water.
A Spirit Healer is also present in each graveyard who can bring you back to life immediately, saving you a trip to your corpse. However, doing this will cause all of your equippable items to take an additional 25% durability hit; this applies both to equipped items, and to items in your inventory. In addition, you will suffer from resurrection sickness, beginning at level 11. Furthermore, at the point when you die, you are usually doing something that is necessary to complete a quest. In this case, you will have to return to the same place. While sometimes it is better to go ahead and resurrect at the spirit healer, it is usually better to return to your corpse.
Note: If you are killed by another player in PvP combat, you do not take the initial 10% durability hit. This means that if you walk back to your corpse or are ressed by another player there is no adverse effect at all, except the time to make the trip to your corpse due to a PvP death. However, you will always take a 25% hit if you are resurrected by a spirit healer no matter how you died, and if you are above level 10, you will also suffer from resurrection sickness
Traveling Around
This page is a travel guide to WoW.
First of all, it should be mentioned that if you want to reach some point on the map while you are still a low level, and the way is too dangerous, a good option is to have a mage portal you to the capital cities of your faction or Shattrath. Alternatively, a warlock can use Ritual of Summoning with two other players to bring you almost anywhere. Either should get you closer to where you want to go.
If you are able to get a portal or a summons to Shattrath, you should consider binding your hearthstone at one of the inns there permanently. Free portals are available to each factions' capital cities near the center of this city, which can save you a lot of time and money later.
Any Alliance mage level 40 or higher should have the portal spells for Ironforge, Stormwind and Exodar. However, the portal to Darnassus is only available to mages level 50 or higher.
Horde Mages get the portals to Undercity, Orgrimmar and Silvermoon at level 40, and Thunder Bluff at level 50.
All Mages can learn the Shattrath portal spell at level 65.
All Warlocks can learn Ritual of Summoning at level 20.
You should be prepared to give the mage some coin. Each portal consumes a Rune of Portals, which costs 20s each, although it is generally considered common courtesy to include a tip for the mage's trouble. As with all player characters, mages vary in temperament and helpfulness, although 2-3 gold is usually sufficient to buy a portal from any mage. Warlocks need a Soul Shard and two party members present (with the Warlock), to perform a summons so they don't commonly perform one unless you are already in their party or in their guild.
Of course these methods can cost money and you're unable to collect flight paths on the way. Still, if you simply want to reach Stormwind as a level 6 night elf, just because all your friends are one of the three other races, and you want to level together, they're the fastest ways.
Inns and the Hearthstone
- Main article: Hearthstone
When each player starts a new character, they automatically receive a hearthstone in their inventory that can be used for instant travel back to whatever inn it is bound to. Binding at an inn involves speaking to the innkeeper and selecting the "Make this inn my home" option. The hearthstone can only be used once every 60 minutes, though shaman have a spell (called Astral Recall) with the same effect, but with a much shorter timer (15 min). Shamans don't get it until level 30. If you accidentally delete your hearthstone, don't panic. Simply speak with an innkeeper, make that inn your new home and you will receive a new hearthstone.
Wyverns, Gryphons, Bats, and Hippogryphs
One of the most common forms of transportation in World of Warcraft is flying. Gryphons and Hippogryphs provide this for the Alliance, while Wyverns and Bats are aligned with the Horde. Many settlements have a flight point, with an NPC who will allow you to travel to various connected points for a fee. Before you can use a flight path you must travel to it on foot and "learn" the path by clicking on the flight path NPC who will have a green ! above their heads. Flight paths are fixed; you cannot control the creature you are on, so sit back and enjoy the view.
While in flight, you cannot perform any skills, but you can tinker with macro functions, set up your action bar, chat, and tool your game configuration settings. This is an excellent time to change your video settings, especially if your computer is slow to change them. (The color-depth settings are reset to default each time you load the game.)
Zeppelins and Boats
Travel between the two continents and to locations more remote than are accessible via flight path is done via large Zeppelins, Boats, or similar. These cost nothing to use, and operate on a fairly rapid schedule. They are also a relatively safe way to travel, for those with the correct faction alignment, as they usually have guards stationed at the stops. Anyone can use any of these travel options, but the guards will try to kill you, if you are not liked by their faction, of course.
The Horde has zeppelin services, operated by the goblins, between Orgrimmar (Durotar) and Undercity (Tirisfal Glades); Orgrimmar and Grom'gol Base Camp (Stranglethorn Vale); Undercity and Grom'gol Base Camp; Undercity and Vengeance Landing (Howling Fjord) ; and Orgrimmar and Warsong Hold (Borean Tundra)
.
The Alliance has boat routes that provide service between Rut'Theran Village (Teldrassil) and Auberdine (Darkshore); Auberdine and Stormwind Harbor (Stormwind City); Menethil Harbor (Wetlands) and Theramore Isle (Dustwallow Marsh); Forgotten Coast (Feralas) and Feathermoon Stronghold (Feralas); Auberdine and Valaar's Berth (Azuremyst Isle)
; Menethil Harbor and Valgarde (Howling Fjord) ; and Stormwind Harbor and Valiance Keep (Borean Tundra)
.
The Goblins run a neutral (all players start neutral to Steamwheedle Cartel) boat service between Ratchet (Barrens) and Booty Bay (Stranglethorn Vale).
The Tuskarr run neutral boat services between Moa'ki Harbor (Dragonblight) and Unu'pe (Borean Tundra) and between Moa'ki Harbor and Kamagua (Howling Fjord).
Personal Travel
Certain classes, such as mages, druids, hunters and shaman, have different means of personal travel which help them get places faster. The Engineering profession also allows use of four trinkets that allow personal teleportation to either Everlook and Area 52 if you took Goblin Engineering specialization or Gadgetzan and Toshley's Station if you took up gnomish specialization.
At level 30, all classes can purchase mounts. These are somewhat expensive (on the order of 35
for training and 10
for the mount) and can be reduced in price by gaining higher reputation with your faction (up to 20% discount), but provide a faster means of transportation than traveling everywhere by foot. Paladins and Warlocks get free mounts at level 30, after speaking to their class trainer.
At level 60, all classes can upgrade to epic mounts. These mounts are more expensive (600
for training and 100
for the mount), but provide a greater speed increase than does a normal mount -- which becomes quite useful when traversing the larger zones intended for level 60+ characters. Again, Paladins and Warlocks get special mounts (after completing a long and costly questline).
At level 60, 30 AV Tokens, 30 WSG Tokens, and 30 AB Tokens, will also get you a mount. There is still the need to pay for the riding training. This will save you
100
, and lets you pick a different mount, other than race specific mounts.
At level 70, all classes can purchase flying mounts for use only in Outland. Basic flying mounts (800
for training, 100
for the mount) are the same speed (both on the ground and in the air) as regular (level 30) mounts. Epic flying mounts are also available; they're much more expensive (5000
for training, 200
for the mount), but also much faster (same speed on land as an epic mount and +280% speed in the air). There are no special mounts for Paladins and Warlocks this time around; instead, Druids can learn a flight form from their class trainer at level 68. At level 70, Swift Flight Form becomes available through a long but fun questline once you have paid the 5000
for the artisan riding skill.
The Tram
The Deeprun Tram provides free transportation between Stormwind and Ironforge. The entrances to the tram are found in the Dwarven District in Stormwind and in Tinkertown in Ironforge. The tram comes every few minutes and is a very fast means of free travel between the two major Alliance cities in the Eastern Kingdoms.
It is also the only safe way to travel between Stormwind and Ironforge for low-level characters the first time as you cannot use flightpaths until they are discovered. The areas between the two cities are for much higher-level characters.
If you want or need a travel route added to this guide, put your request in the discussion area.
See also
Items
Item Quality
Items are ranked by their quality in World of Warcraft, identifiable by the color of the item's name.
For all items, in order of increasing quality:
- gray names indicate poor safe to sell these directly to a vendor.
- white names indicate common quality; these items generally have a use in 1 or more professions or quests.
- green names are uncommon. You will occasionally find these as you do battle against some monsters.
- blue names are rare; these items are usually stronger than most uncommon items. These items also generally sell for large amounts of gold on the auction house.
- purple names indicate epic items, generally found on high-level bosses in Endgame Instances.
- orange names are legendary; these are extremely rare and of very high quality. There are only a handful of these items in the game.
Item Binding
Some items in World of Warcraft can become soulbound to one particular character, making it impossible to trade them or sell them to other players. There are two types: those that will bind when first equipped or used, and those that will bind when they are looted or picked up. When looting, you will get a warning dialog telling you that looting the item will permanently bind it to you when you either equip or loot such an item. Once an item is bound to you, it will indicate in the tooltip that it is soulbound just below the name of the item. You can sell soulbound items to vendor NPCs, but not to other players. Destroying these items, selling them to a vendor, or disenchanting them (if you are an enchanter) are the only ways of getting rid of these objects; you cannot mail them, trade them, or sell them in the auction house.
