This article is outdated.

Newbie guide/All

From Warcraft Wiki
< Newbie guide(Redirected from Newbie Guide/All)
Jump to navigation Jump to search
Newbie Guide
Sections

Items
Quests
Chat and Interface
Fighting and dying
Picking a server
Character creation
Starting areas
Instanced dungeons
Levels 10 to 20
Leveling to the level cap
End-game
Etiquette
Obtaining wealth

Combined

Complete combined guide

Other

Newbie instance guide

See Newbie Guide for links to section pages.

Picking a server

You can change realms with the Realm selection screen.

World of Warcraft servers are referred to as 'realms'. A realm is a game world that hosts your characters and the characters of others. Each realm and game world within it is exactly the same as any other, and only differ by the player characters who are tied to that particular realm.

As WoW is a social game, most of the time it is beneficial to have as many people in the world with you as possible. When picking a realm, pick the highest population server. Even Full servers will allow you to create characters, and these servers are your best option for the best gameplay experience. Ignore the pop-up warning prompts - server queues happen extremely rarely.

There are two categories of Realms: Normal, and Roleplaying (RP), both of which provide structure to player's social interactions. Normal realms are the standard World of Warcraft experience. Roleplaying realms have added rules and assumed social conventions to allow the players playing there to be immersed in the world of WoW, the way a real adventurer might. This includes a character naming policy, and an expectation that players mostly speak "In-Character." See Warcraft Wiki's article on Roleplaying for further information.

In Summary

There are very few gameplay restrictions that impact characters interacting and partying up between different realms, but it's still recommended players make characters on high-population (Full) servers and/or servers that their friends are playing on.

Frequently Asked Questions

Is my realm choice permanent?

No, your realm decision is not permanent. You can always start a new character on a different realm, and there is always the option of a paid Character Transfer, where for a fee you may move a character to another realm.

What are the region tabs for?

The region tabs at the bottom of the realm selection indicate where the servers are located. For the best, low-latency game experience, it's recommended you create a character on your local region.

For a complete list of the realms on each region, see the realms list.

What if my region differs from my active hours?

Playing on a realm 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 realm during weekdays). This affects the game in several ways, some of which may not be immediately apparent or affect you until you reach higher levels.

A few of the ways your realm's time zone can affect your World of Warcraft experience:

  • The number of people who are available for you to group with. 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. Using the Dungeon Finder can alleviate this possible shortcoming somewhat.
  • The amount of buying and selling that is going on and the prices in the auction house (especially at peak hours).
  • The amount of competition for resource nodes 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 do Player vs. Player combat with in open world.

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 realm that is in a time zone earlier than where you live. Similarly, if you're usually available later than peak hours, you may wish to play on 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.

Do realms have a different Horde/Alliance faction ratio?

While most realms have a relatively even-matched ratio, on some realms there may be a larger number of players on the Alliance faction than the Horde, or vice-versa. Imbalances in factions can be an issue for PVP or grouping up in the open world.

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, because these sites don't have access to official population numbers and rely on largely on player reporting (via add-ons), they are widely regarded (including by Blizzard Entertainment) as inaccurate.[1]

Your choice between Alliance and Horde depends on personal preference. See Races for more information on each.

References

Character Creation

Character creation

While your class will dictate how you play the game more than your race does, only certain races can play as particular classes. See the Race and Class pages for discussions of the different race and class options.

Race

Main article: choosing a race

The race you choose for your character determines their looks, voice, starting area, available class, racial traits, and the faction they will belong to (HordeHorde or AllianceAlliance).

There are many reasons to choose one race over another. While some dedicated players may select their race purely in order to gain a slight advantage in high-end competitive play, the vast majority choose their race based on their looks, lore, or style.

From tiny gnomes to towering tauren, the way each race looks, feels, moves, and sounds is quite unique, and it's worth taking the time to find one you really enjoy.

One important note: The Alliance vs. Horde choice has an important gameplay distinction; you can only complete quests in the world with other members of the same faction. If you plan on leveling-up with your friends, make sure you both make characters on the same faction. At the level cap, this distinction is lessened as you are able to party together to complete dungeons and raids.

Playable races:

Allied Races

Allied races have all the same features of a core race, but instead of a unique starting area, you are required to complete a recruitment questline, which becomes available at level 40. As such, you aren't able to make an Allied race as your first character. These questlines start in different places depending on your faction, either the Orgrimmar Embassy for Horde or the Stormwind Embassy for the Alliance. You can visit whenever you like to revisit the requirements for unlocking the Allied races, and learn more about their history.

Alliance Alliance
Horde Horde
Both 32.png Either

Class

Classes Deathknight Demon hunter Druid Evoker Hunter Mage Monk Paladin Priest Rogue Shaman Warlock Warrior
Class races DK DH Dr Ev Hu Ma Mo Pa Pr Ro Sh Wl Wr
Quests DK DH Dr Ev Hu Ma Mo Pa Pr Ro Sh Wl Wr
Abilities DK DH Dr Ev Hu Ma Mo Pa Pr Ro Sh Wl Wr
Trainers DK DH Dr - Hu Ma Mo Pa Pr Ro Sh Wl Wr
Armor sets DK DH Dr Ev Hu Ma Mo Pa Pr Ro Sh Wl Wr
Useful macros DK DH Dr - Hu Ma Mo Pa Pr Ro Sh Wl Wr
Class Halls DK DH Dr - Hu Ma Mo Pa Pr Ro Sh Wl Wr
Main article: Choosing a class

Can't decide what class to play? Make as many as you like and try them out! You can reach up to level 20 during your Free Trial, and with each level you'll get new abilities and talents to help you get an idea of how that class works and what you prefer. You can also read the description of each class to have a general idea of them.

The most important thing is that you pick whichever class you find the most interesting, be it their aesthetics or gameplay, as that is a surefire way to have the most fun. However, if you plan on doing group content, like dungeons or raids, there are other things you might consider.

Class roles

Main article: Class role

Generally, those playing in the tank or healing role are in higher demand than damage dealers (commonly referred to as "DPS" classes). Players playing these roles will usually have quicker Dungeon Finder queues and will be able to jump into the action on-demand. While they are still very important to a group's success, the DPS characters tend to carry less responsibility, and with it less blame in the event that a group is struggling to progress.

Tank

For those who want to be the tank in instances, warrior, paladin, druid, death knight, monk, and Demon hunter are your choices. With the right gear and weapons, you will have higher health and survivability than anyone else in the party. You'll use your abilities to reduce the damage you take and ensure that the enemies are focusing you instead of your weaker party mates. Players playing this role will usually be expected to know the layout of a dungeon, and as the tank represents the steepest learning curve for new players.

Iconic tank abilities

Vengeance Demon Hunter's Ability demonhunter metamorphasistank.png [Metamorphosis], Blood Death Knight's [Bonestorm], Brewmaster Monk's [Invoke Niuzao, the Black Ox], Guardian Druid's [Rage of the Sleeper]

Healer

If you want to heal others, priest, druid, paladin, shaman, monk and evoker can all switch into a healing specialization. You'll have at your command a plethora of abilities to heal away damage dealt to your party, reduce their incoming damage, and dispel afflictions put upon them. In addition, all of them provide useful buffs to the other members of the party. Paladins and Shamans have auras and Totems respectively that buff their allies in a certain radius, while the others have many hour-long buffs that increase their group member's attributes.

Iconic healer abilities

Holy Priest's [Apotheosis], Restoration Druid's [Flourish], Restoration Shaman's [Healing Tide Totem], Preservation Evoker's Ability evoker rewind.png [Rewind]

Damage Dealer

All classes switch into a damage dealing specialization. However, there are four classes that are pure damage dealers: mage, warlock, rogue, and hunter, sacrificing role flexibility for more different damage-dealing playstyles.

Iconic damage dealer abilities

Fire Mage's [Combustion], Outlaw Rogue's [Roll the Bones], Druid's [Convoke the Spirits], Beast Mastery Hunter's [Bestial Wrath], Shadow Priest's [Voidform], Warlock's [Summon Infernal]

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.
  • Agsdjasgd - People will assume that you don't take the game seriously and/or that you're a gold farmer, a loot ninja, or a bot. Neither is good for you.
  • Lukeskywalker - Wrong time, wrong universe.
  • Onyxia / Illidan / Arthas - No, you are not these lore characters. Picking names like these is a sure-fire way of having a GM enforce a name change on your character.
  • 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.
  • A number of types of name are considered 'inappropriate' by Blizzard, and may leave you liable to a forced name change. Full details can be found on Blizzard's official Naming Policy page.

On Roleplaying (RP) realms there are additional naming policies active at the official Roleplaying Realms Policy page. If your name is considered inappropriate (even if it would be okay on a non-RP server), you may be forced to change it.

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 you may run into the same people more often than you think. Rumors, names and stories of feats do travel quickly.

Can't decide on a name? Try BehindTheName.com.

Body Type

Lastly, you can choose your body type, One or Two, when creating a new character. There is no functional difference between these choices - they only effect appearance, animation and speech. (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 them!)

Starting Areas

Main article: Starting area

Starting areas are where players level from 1-10 and learn the basic lore about their character's race and experience their first adventures on Azeroth. For players that have never made a character before, your starting area is Exile's Reach. Players who have existing characters already can choose to start at either Exile's Reach or the original starting area for their race.

Exile's Reach

Can you survive Exile's Reach?

Exile's Reach is the default starting area for players making their first character. After surviving a boat crash upon an uncharted island, you'll level from 1-10 while uncovering the ancient evils that have taken root there.

This is one of the fastest starting areas to complete, and is the most recently updated zone that any race can play — it's great for playing with friends who are making characters of different races, or wanting to experience modern parts of quest design like cutscenes and voice acting, that which is mostly absent in other racial starting areas.

Racial starting areas

Experienced players (players with more than one character) can also pick a unique racial starting zone. Certain quests in these areas are only able to be completed by the appropriate race - as such, it's recommended that players leveling with friends, and plan to start in one of these zones, pick the same race for their characters.

Horde Crest Horde
More experienced players can choose their starting zone.
Both 32.png Either
Alliance Crest Alliance

Some of these starting zones are phased, meaning that for story reasons you'll be presented with a unique personal view of the area, and temporarily separated from other players. The worgen, goblin, pandaren, and dracthyr starting zones are only available to players of the appropriate race, and only at early levels, until story progression renders those areas unreachable.

See also

Levels 10 to 20

After completing your starting area, you'll likely find your way to your factions capital city — HordeOrgrimmar or AllianceStormwind.

Brand new players will be directed to the "Battle For Azeroth" campaignBattle for Azeroth where they'll continue their adventures on either HordeZandalar or AllianceKul Tiras.

Experienced players (players with more than one character) can choose to speak to Chromie in their capital city to activate a Timewalking Campaign, allowing them to experience the story of any of World of Warcraft's many expansions.

Brand new players CAN opt out of the Battle for Azeroth campaign by talking to Chromie as well, though it is recommended to follow her advice and have a be following a guide, whether that be a friend or an external resource, as quests from older expansions (like The Burning Crusade and Wrath of the Lich King) are generally considered more outdated and potentially confusing.

Specializations and Talents

Main article: Specialization & Talents

As you have been progressing and gaining levels, you learn many new and exciting abilities. At level 10, you can choose a specialization for your character - this allows them to take on various roles like tanking or healing to help groups of players complete objectives together.

It is highly recommended that as players quest in the world, to use one of their Damage Dealer Alertdamage-dealing specializations to be the most capable in slaying monsters.

At 10, and each level beyond, you can also further specialize your character by investing talent points into talents geared toward different aspects of your character. Feel free to pick whichever talents suit your playstyle most, or use the Starter Build to have talent choices recommended to you.

Your specialization and talent choices can be changed at any time.

Dungeons

Main article: Dungeon Finder

The Dungeon Finder unlocks at level 15, and allows access to dungeon instances where a group of five players battles their way through various encounters. This allows players to tap into the strengths of their specialization to take down difficult bosses, and support each other by taking on the role of a tank or a healer.

Completing dungeons is the other main method of gaining experience besides completing quests, and allows players to engage in another kind of gameplay that isn't as story-focused.

Reaching level 20

Reaching level 20 marks the end of the Free Trial. In order to continue leveling up, players will need to have active game time on their account. It is normally attained by buying a subscription, which is available on the Battle.net store (US) for 15$ per month, with discounted rates for larger up-front purchases. Subscriptions rarely go on sale, besides promotional bundles (like 1-year bulk purchases).

With active game time, players can level all the way up to the level cap of the second-most recent expansion - currently, that's level 60.

For example, when the Dragonflight expansion released, it raised the level cap to 70. That means the "previous" expansion was Shadowlands, which had a level cap of 60. As such, the level cap for players that don't own Dragonflight, and just have game time, can level to 60.

Leveling to the level cap

When questing to the level cap, you'll start to get the hang of your class and further learn how to navigate the world. There are various frequently asked questions from mid-level players like yourself, which are answered here.

How do I make my mount move faster?

Main article: Mount#Augmenting a mount

As you level, you'll find your mount moves more swiftly. Though you may see various riding trainers throughout the world, their services are no longer needed; you'll learn these new ranks of riding automatically, at no cost.

The following table lists the skill levels available that a character will learn upon reaching the required level for it:

Skill Proficiency Required for Required level
75 Apprentice Mounted riding (+60% movement speed) 10
150 Journeyman Faster mounted riding (+100%) 20
225 Expert Mounted flying (+150% in the air) 30
375 Master Fastest mounted flying (+310%) 40

Expansion features

Throughout World of Warcraft's long lifespan, each expansion occasionally includes systems or features that are now deprecated and may make things more confusing for players looking for simple ways to continue leveling-up their character. Though they may have once been part of the end-game and allowed players to increase the power of their characters, they now only usually relevant for the various cosmetic items that they still award: things like mounts, battle pets, or appearances for your armor. When using Timewalking Campaigns to level through these expansions, quests and NPCs may point you in their direction — for the most part, these systems can be safely ignored.

The expansion features achievements page on Warcraft Wiki lists various expansion features that are usually irrelevant for players who are leveling characters.

What are mission tables?

A mission table for a Horde character.
Main article: Table

If you're leveling through Warlords of Draenor, Legion, Battle for Azeroth, or Shadowlands, your quests may lead you to a sort of "Mission Table", where you can collect followers and send them on missions for various periods of real-life time. These are one of many various expansion features that don't retain their relevancy beyond their time - These can be safely ignored without impacting your gameplay experience, and you can abandon any associated quests. You can always return to them later.

Unlocking the final ten levels

At a certain point, you'll reach the highest level that simply owning game time will allow. In general, that is the level cap minus 10. Currently, that's 60. To progress further, you'll need to purchase the newest expansion in order to progress the final ten levels. In 2024, that's Dragonflight.

Reaching the Level cap

Dragonflight This section concerns content related to Dragonflight.

Completing the Dragonflight campaign unlocks new features for all of your characters.

Once you own the newest expansion, log out and log back in - you should then see a quest pop-up guiding you to the newest zones and storylines.

You'll find that these next ten levels are remarkably slower to come than the previous, which is normal. It's recommended you complete the Dragonflight campaign, which is marked by Pointer campaignquestdone on.pngPointer campaignquestdone off.png shielded exclamation marks.

At around level 62 and completing the requisite quest all of your level 60+ characters will unlock Dragonriding, the fastest form of mounted traversal ever added.

At level 70, you'll unlock Adventure Mode, unlocking "World quests" in the Dragon Isles providing opportunities to gain even more reputation, which unlocks more storylines and cosmetic items. This also includes the various forms of end-game, the most frequented form of content which allows your character become extremely strong.

End-game

Main article: End-game

“What do you mean? Now we can finally play the game.”

— Eric Cartman, from the South Park episode "Make Love, Not Warcraft".

The end-game refers to the part of the game where characters have reached the level cap and are no longer focused upon leveling. While play prior to this point is oriented around accumulating experience and gaining new skills, the end-game represents the 'final destination' for players, at which characters are ready to tackle the biggest challenges in the game.

World of Warcraft is a constantly changing live service game and requires players to set goals for themselves and decide when they are satisfied — as such, end-game can mean different things depending on the player. For one player, this might mean simply collecting cosmetic items to dress up their characters - for another, it might mean defeating the hardest bosses in a mythic difficulty raid.

Expansion-agnostic systems

There are four end-game systems in WoW that remain relatively consistent over the years and between expansions, and can be expected to return frequently in the same fashion each time:

Equipment systems, Vanity systems, PvP systems, and roleplaying servers.

Equipment providing systems

A lot of end-game is focused on equipping your characters with stronger and stronger equipment.

  • Raids are instances built for 10 or more players that full of the most difficult boss encounters in the game.
  • Mythic+ dungeons are dungeons with scaling difficulty that reward items that scale in power as well.
  • Bonus Events are active every week and frequently offer raid-level gear or relevant currency.
  • DelvesThe War Within while not yet implemented, Delves are expected to be a persistent "core pillar" of end-game content.[1]
    • Doing any of these activities contributes to your Great Vault, another equipment providing system.

Vanity

Another part of end-game is focused on seeing the world and collecting the newest vanity items.

  • World quests are normally only unlocked after completing an expansion's campaign and reaching level cap.
  • Secrets are normally only feasibly completed by level cap players.
  • Events come in many different varieties, and involve some amount of dedication to receive their rewards.
  • Increasing Renown amongst the newest factions can grant to access to a plethora of new items.

Player vs. Player

Main article: Player vs. Player

Player vs. Player content is some of the fastest paced end-game content World of Warcraft has to offer, though coherent knowledge of each class and specialization in the game usually leads to the most enjoyment - newbies be warned.

Roleplaying

Main article: Roleplaying

Acting and speaking as though your character would on Azeroth on the designated roleplaying servers can act as a primary form of engagement in World of Warcraft.

Dragonflight

Dragonflight This section concerns content related to Dragonflight.

Character power end-game

Patch 10.2.0 content will give the highest item level gear. Gearing in patch 10.2.0 will prepare you to step into content like Amirdrassil, the Dream's Hope and high level Mythic+.

World content
Catch-up
Item upgrading

Collect [Flightstones] and Dragon Crests from doing any major questlines, instances, or world content.

Cosmetic end-game

References

Quests

A forsaken quest giver with an available quest

Quests designate the main objectives in World of Warcraft. They present story, gameplay directions, and rewards for your character, like money and experience.

Quests are usually obtained from NPCs, but they can sometimes be added to your Quest Log directly, or be attached to an item.

Pointer quest on 32x32.png interact with quest giver Pointer quest off 32x32.png quest giver out of range

You can identify quest giving NPCs from the ! over their head. Talk to the quest giving NPC to learn more about the quest, then click "Accept" at the bottom of the window. The giver of a quest you are currently working on will have above their head a silver ?. When you complete the quest by meeting its requirements, the question mark will become yellow ?. These symbols will also appear on your mini-map to help in navigation and discovering new quests.

Areas that contain an objective are marked in blue.

It is wise to read the quest information — It will almost always tell you where to go in order to complete the quest objective. Keep an eye on your map and mini-map as well for blue-marked areas, as those contain the location of the objective.

Obtaining Wealth

Pointer bag on 32x32.png interact with vendor Pointer bag off 32x32.png vendor out of range Npc bag on 16x16.png buy/sell after talking

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 a very high level (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, and 80 in Wrath of the Lich King) you receive a monetary reward instead of experience. The same rules apply, you get more money if the quest was more difficult.

Pointer trainer on 32x32.png interact with trainer Pointer trainer off 32x32.png trainer out of range

Effective use of the auction house can be a very lucrative source of income even for low level characters. Many experienced and wealthy players wish to experiment with crafting professions on lower level characters, but they don't want to go through the trouble of gathering the materials in newbie zones. Therefore, you might be surprised by how much you can charge for non-gray items that drop off of low level mobs. Boar meat and linen cloth can net you a lot more money than normal questing. In addition, consider picking up two out of the three gathering professions (skinning, mining, and herbalism) in order to sell the material.

Learning a crafting profession is more fun for many players than gathering, but making money with crafts can be more difficult. Raw materials (skins, ore, gems, and herbs) will often sell for more money than finished products that you can create with a tradeskill (armor, weapons, potions, and other items). You can search the auction house to discover how much is a reasonable rate to charge for your items. Remember that prices can change as a response to supply and demand, so it is possible to improve your profits by holding onto your products and timing the market.

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.

fr:S'enrichir


Traveling Around

Travel guide
Alliance Alliance Travel Guide Horde Horde Travel Guide

Stormwind to Booty Bay
Auberdine to Booty Bay
Ironforge to Gadgetzan
Menethil Harbor to Gadgetzan
Darnassus to IF/SW
Desolace to Silithus

Thunder Bluff to Orgrimmar
Crossroads to Gadgetzan
Crossroads to Booty Bay
Reaching the Badlands

Deeprun Tram and Boats Zeppelins and Boats
Outland
Outland (Alliance) Outland (Horde)
Neutral Shared Paths
Special Occasions Wintergrasp and Dalaran

This page describes the various ways to move around on the maps of World of Warcraft.

The table above guides you to instructions for specific routes. If you want or need a travel route added to this table, please put your request in the discussion page.

Cataclysm Some material in this guide is outdated. See the Cataclysm travel guide for up-to-date information about traveling post-Cataclysm.

Help from other players

If you are a low level character and wish to travel somewhere but the way is too dangerous, a good option is to have a mage portal you to the capital cities of your faction. Alternatively, a warlock can use [Ritual of Summoning] with two other players to get you almost anywhere. Either method should get you closer to where you want to go.

The faction city portals were removed from Shattrath and Dalaran with the Cataclysm. See the Cataclysm travel guide and living without portal hubs for some suggestions.

Most players will need to use traditional methods of travel to reach destinations in the Old World, such as boats and zeppelins. See the Cataclysm travel guide and living without portal hubs for some suggestions.

Alliance mages get the portals to Ironforge, Stormwind and Exodar at level 40, and Darnassus at level 50.

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 and the Dalaran portal spell at level 74.

All warlocks can learn [Ritual of Summoning] at level 42.

You should be prepared to give the mage some coin. 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 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 if you are not hiking you will not pick up flight path points. Still, the above options the fastest ways 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 with them.

Inns and the Hearthstone

Main article: Hearthstone
Pointer hearth on 32x32.png interact with innkeeper Pointer hearth off 32x32.png innkeeper out of range

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 30 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, dragonhawks and hippogryphs

Pointer flight on 32x32.png interact with flight master Pointer flight off 32x32.png flight master out of range

One of the most common forms of transportation in World of Warcraft is flying. Gryphons and hippogryphs provide this for the Alliance, while Wyverns, Dragonhawks 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. (There are a few exceptions: All characters start with the flight point of their racial capital. Death knights automatically know every flight point in Kalimdor and the Eastern Kingdoms. Some Outland and Northrend flight points are learned automatically or through quests.) 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 (except for activating certain auras), but you can tinker with macro functions, set up your action bar, equip gear, chat, and adjust 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

Cataclysm boat and zeppelin route map

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) Wrath-Logo-Small.png; and Orgrimmar and Warsong Hold (Borean Tundra) Wrath-Logo-Small.png.

The Alliance has boat routes that provide service between Rut'theran Village (Teldrassil), on a purple/blue boat from the west dock, and Valaar's Berth (Azuremyst Isle) Bc icon.gif; Rut'theran Village, on The Bravery, from the south dock, and Stormwind Harbor (Stormwind City), from the southwest dock; Menethil Harbor (Wetlands) and Theramore Isle (Dustwallow Marsh); Forgotten Coast (Feralas) and Feathermoon Stronghold (Feralas); Menethil Harbor and Valgarde (Howling Fjord) Wrath-Logo-Small.png; and Stormwind Harbor and Valiance Keep (Borean Tundra) Wrath-Logo-Small.png.

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).

For more details see: Zeppelin, Boat

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 20, all classes can purchase mounts. These aren't overly expensive, costing only 4g for training and 1g for the mount, and can be reduced in price by gaining higher reputation with your faction (up to 20% discount), and provide a faster means of transportation than traveling everywhere by foot. Paladins and warlocks get mounts and apprentice riding training for 1g at level 20, after speaking to their class trainer.

At level 40, all classes can upgrade to epic mounts. These mounts are more expensive (40g for training and 10g 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 40+ characters. Again, Paladins and Warlocks get special mounts. Prior to patch 3.0.3, these mounts all required completion of long and costly questlines. Now, the quest is a Feat of Strength and Paladins and Warlocks may now train their epic mounts at 40, provided they have already picked up the Journeyman Riding skill. For Death knights Wrath-Logo-Small.png, a Deathcharger is automatically received for free after completing [55] N Death Knight [8-30] Into The Realm of Shadows. You may buy the mounts of another allied race (IE a Dwarf purchasing human horse mounts) if you are of exalted rank with that race's home city. You cannot buy mounts of the opposite faction, though some generically available mounts do resemble racial mounts, such as the  [Swift Razzashi Raptor], which resembles Darkspear Raptors.

Also at level 40, you may purchase black-colored PVP variant of racial mounts for 50,000 [Honor Points], which you receive by competing in PvP combat. You must still pay for the riding training. You may purchase mounts of the same faction but different race, even if you are not exalted (i.e, a Draenei can purchase a Black War Horse even if he or she is not exalted with Stormwind.) You can never gain Black PVP variants of the other faction's mounts.

Bc icon.gif At level 60, all classes can purchase flying mounts for use only in Outland and Wrath-Logo-Small.png Northrend. Basic flying mounts (250g for training, 50g for the mount) are the same speed on the ground as regular (level 20) mounts, and fly at 150% speed. Epic flying mounts are also available; they're much more expensive (5000g for training, 100g for the mount), but also much faster (same speed on land as an epic mount and +280% speed in the air). To fly in Northrend, players must also reach level 77 and train [Cold Weather Flying] for 1000g. There are certain mounts that fly even faster, +310% speed, but these still require spending 5000g on training and are exceedingly hard to obtain.

There are no special mounts for Paladins and Warlocks in Outland. Druids can learn a flight form from their class trainer at level 60. At level 70, [Swift Flight Form] becomes available through a long but fun questline once you have paid the 5000g for the artisan riding skill. Since patch 3.0.3, druids can also obtain Swift Flight Form from their trainers at level 71, but the quest is still available to get it one level earlier and counts as a Feat of Strength.

The Deeprun 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. There are 2 Trams and each of them will need 2 min to get to Ironforge (from Stormwind) and back, meaning that one has to wait 1 min at maximum.

It is also the only safe way to travel between Stormwind and Ironforge for low-level characters the first time as you cannot use flight paths until they are discovered. The areas between the two cities are for much higher-level characters.

Portals

There are a few cities that provide free portal travel between major cities. In the eastern room off of the courtyard in Undercity, there is a portal that leads to Bc icon.gifSilvermoon City, which leads players to the Inner Sanctum. This is the only portal that can be used to go both ways (Undercity → Silvermoon City, Silvermoon City → Undercity). As the portal is Horde-aligned, it cannot be used by Alliance characters because it would trivialize raiding of Silvermoon City.

Every capital city has a portal heading to the Blasted Lands right by the Dark Portal, which is useful for level 58 characters ready to head to Outland. In the faction camps just beyond the portal there are portals to Stormwind and Orgrimmar. You can use this combo to save  [Hearthstone]'s cooldown.

Cataclysm Prior to Cataclysm, there were portals in Dalaran and Shattrath City to each faction's major cities. These portals were removed in patch 4.0.3a. However, in patch 4.1.0, two portals in Dalaran (one to Orgrimmar and one to Stormwind City) were restored. To reach other destinations, players now need to use more traditional methods of travel to reach destinations in the Old World. See living without portal hubs and Cataclysm travel guide for some suggestions.

See also

pl:Poradnik podróżnika


Fighting and dying

Combat

Combat is the cornerstone to completing the simplest quest or the strongest bosses.

Pointer sword on 32x32.png enemy in range Pointer sword off 32x32.png enemy out of range

Attackable enemies, or "mobs" will have their name written in red for "hostile" mobs and yellow for neutral mobs.

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 an enemy mob's health you can attack in a number of ways:

Once you kill the enemy you may be able to loot it and gain some treasure.

Rotation

Main article: rotation

Using multiple abilities in a specific sequence is called a "rotation", and understanding yours is important to success in any kind of group content. Online resources like Wowhead and Icy Veins are commonly referenced to find the most current strategies for various classes.

War Mode

With the War Mode system, you can enable open-world PvP combat with players from the opposite faction who have also opted into War Mode. You will be sharded away from ALL non-war mode players, and can be attacked at any time outside of a Sanctuary this mode is not for the faint of heart, and provides an extra 10% experience gain as a reward.

You can fight players of your own faction in duels. You can duel regardless of War Mode status and they do not result in death. "Death" will cause the duel to end but the loser will be left alive with one hit point.

Recovery

Health, mana, and other class resources will usually recover with time. If you are willing to wait, 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, but cannot eat or drink during combat.

During combat, you can use potions or your class healing abilities to recover health if needed.

Death

You lose no items or experience when you die. Instead, all of your equipped items immediately take a 10% durability reduction.

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. In some zones, you are granted a spectral flying mount if it might be required to reach your corpse.

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 equipable 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. Choose carefully which location you decide to return to life.

In instances, you have no spirit form - you simply return to life at the entrance or the most recent checkpoint.

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.


Item quality

Main article: quality

Items are ranked by their quality in World of Warcraft, identifiable by the color of the item's name.

Most items you will encounter will be one of these qualities:

  • gray names indicate poor items: These are meant to be sold to a vendor, but can be equipped for the [[appearance].
  • white names indicate common quality; NPC's occasionally want these. They might be useful in professions or quests.
  • green names are uncommon. These are often random world drops. They can be equipped for the appearance, or sold to other players.
  • blue names are rare; these items normally come from dungeons. Items this rarity and higher are almost always Soulbound.
  • purple names indicate epic items, generally found on high-level bosses when doing max level content, and will make up the majority of the powerful gear on a character.

Item binding

Main article: Bind

Some items in World of Warcraft can become "soulbound" to one particular character, making it impossible to exchange or trade them with any other players. They can still be sold to a vendor.

There are three types of item binding:

  • Bind on Equip items bind when first equipped or used.
  • Bind on Pickup items bind when they are looted or picked up.
  • Bind to Account items are bound to your account and can be traded amongst your own characters, but not other players characters.

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. Besides trading you also cannot mail them or sell them in the auction house.

Selling them to a vendor is the most often used method of getting rid of soulbound items, but they can also be destroyed or disenchanted (if you are an enchanter.)

Acquiring gear

Equipment items, which increase your character's power, can be acquired in many ways:

  1. Killing monsters
  2. Completing quests
  3. Getting them from other players
    • By trade.
    • By Mail.
      • Mail from strangers takes 1 hour to arrive - try to trade when you can.
  4. Making them yourself with Tradeskills
  5. Buying them from the auction house

Equipment attributes

Main article: Attributes

Most equipment in World of Warcraft has one or more attributes. Depending on what class you chose to play, some attributes become more important than others. You can see what your class's preferred attribute and weapons are by looking at the Specialization & Talents panel.

  • Classes that mainly use martial weapons and melee combat, normally want Strength or Agility on their gear.
  • Classes that are damaging casters or healers normally want Intellect on their gear.


Instanced dungeons

Main article: Newbie instance guide

Group encounters

Instanced Dungeons (or "Instances") are where the fun really begins. These are not the sort of places you'll want to go alone. Unlike many areas of the game where you may easily get by as a solo player, instances and dungeons are designed to challenge groups of players. Most instances and dungeons will require five people to complete successfully. They always contain many Elite monsters.

Instances are a great way for groups to get experience and loot, though they present quite a challenge. It is ideal to construct well-balanced groups that include members which fill all party roles: typically a tank, a healer, and three damage dealers. Additionally, it is preferable to have at least one party member with good crowd control abilities.

There are four classes that can resurrect when out of combat: Priest, Druid, Paladin, and Shaman. In addition, the Druid ability [Rebirth], the Death Knight ability [Raise Ally], and the warlock ability [Soulstone] can resurrect players in combat. engineers of any class can make or buy  [Goblin Jumper Cables], which allow the user to attempt to resurrect someone. Anyone in a maximum level guild will have the ability [Mass Resurrection], which will allow them to resurrect all dead players within a group.

See the class article for a table of roles that usually need to be played, and the rating of each class' ability to fulfill that role.

Instances are both sources of excitement, and of dread.

A place for you and your group only

In the open world, monsters exist and are free to roam. Anybody can come along, kill them, get the loot, skin them, etc. and move on. If one player kills a monster, obviously it can't be killed twice. That means other players have to wait until that monster respawns, which occurs regularly (usually within 5-15 minutes). Some monsters are quest targets, which need to be killed by any player attempting to complete a quest (a well-known example is Hogger for the quest A [11E] Wanted: "Hogger" in Elwynn Forest). You may find yourself waiting for Hogger to respawn before you can kill him again. You may even be able to kill the same monster any number of times, as long as you wish to wait around.

In instances, it doesn't quite work the same way. Each group that goes into an instanced dungeon gets their own version of it – their own instance of it, hence the name. This means you will never be inconvenienced by another group going in and killing all of the monsters, getting the loot before you do, but you will also be completely responsible for your own safety. Each group gets to go through the whole instance on their own. This can result in good loot and experience as a group progresses through an instance.

Monsters in a dungeon do not typically respawn, unless a long period of time has passed, or a special scripted event is executed. For example, in the Deadmines in Westfall, the Goblins and Defias Miners (of various types) stay dead. The wandering Defias Enforcers and Taskmasters (patrols) are the only ones that respawn regularly (just to keep things interesting). Typically, dungeon respawns will not be much of a concern, unless you leave a dungeon in order to return later.

Death and resurrection in instances

If you die in an instance, your spirit need only find its way back to the entrance of it. As soon as you re-enter the instance, you are resurrected normally, but at the instance gate. This can mean that you may have a long way to run before you catch up to the rest of your group. In certain cases, you may end up fighting your way back to your group (or your group, if you're the only one left, may end up fighting their way back to you!). The benefit of this is that if every member of your group dies in a battle, you don't need to go walk around looking for your corpses. You just need to re-enter the instance, and everyone gets revived at the same point.

If your group has advanced a considerable distance into an instance, it may be desirable to avoid pulling mobs on the way back. It's smart to try to allow characters with resurrection abilities, such as priests, paladins, shaman, druids, or players in maximum level guilds with the spell [Mass Resurrection] to survive a difficult fight, even if other characters must sacrifice themselves in the process. If these particular characters survive a disaster that kills the rest of the party, they can eventually resurrect everyone else – preventing a long run back.


Communication

Chat channels

Main article: Chat

World of Warcraft has a chat channel system to allow players to create their own private chat channels. Use the /chat command to get a listing of chat channel commands. You will automatically join chat channels "General", "Trade", "Trade (Services)" and "LocalDefense" when you create your character.

To send a message to a chat channel, type "/# (message)" where # is the number of the channel you would like to send to. 1 is always the "General" channel, and 2 is the Trade channel when in a city. (Type /chatlist to see a list of channels you are currently on.)

Links to an item, outfit, or mount can be sent by shift-clicking them in their respective interface.

Pressing ⎋ Esc to open the options menu, then selecting "Edit Mode" will allow you to customize the chat box alongside other parts of the User Interface.

Mail system

Main article: Mail
Pointer mail on 32x32.png in range to check mailbox Pointer mail off 32x32.png out of range of mailbox

For a small price (30c), you can send in-game mail to other players. This can be sent when other players are offline or online. An icon will appear near your minimap indicating if you have new Unread Mail. To read your mail, visit a mailbox outside any inn. You can also send items through mail to other players as "attachments". Sending mail to others is instantaneous, unless there is an item attached, in which case the message will take one hour to be delivered. Attachments are returned to the sender if the message goes unread for 30 days, or if the recipient does not remove the item from their mailbox within 30 days of reading the message.[1]

You can also use a Cash on Delivery, or C.O.D, to send mail with items attached. This allows you to set a price for the recipient to be able to collect the item from the mail (i.e. you can charge them for the item). When the recipient clicks the item to put it in their pack, a dialog comes up stating the price. If they say accept, then the price is deducted from their money and sent to you in a mail message. They may also select return which will return the item to you via mail. C.O.D. items expire from the recipient's inbox in 30 days even if unread, so be sure they know that it is coming.

You may also send cash in mail, but all mail sent with money arrives with an hour delay.[2]

Mail can be sent between characters on the same account, which arrives instantly.

Resting

Resting…

While in an inn or a major city (such as Valdrakken), your player portrait will begin to glow and display "ZZZ", indicating that you are resting. If you log out here, your character 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.

While not a huge amount of experience, it worth logging out in an inn if possible (remember your  [Hearthstone] will teleport you there). By resting, you also receive a greater benefit from the heirloom set bonuses.

Friendly and hostile NPCs

Overlord Krom'gar is outlined in green to show that, despite his spiky appearance, he is friendly to Horde characters.

Not every creature in the World of Warcraft universe is friendly, and new areas of the world are more intimidating when you can't tell who is friend or foe. Learn to spot the intent of the NPC from a distance by looking at color of their name to keep yourself from getting in over your head. A selected target will also have a circle underneath

Pointer gauntlet on 32x32.png pointer to select over mobs or NPCs (pointer may change depending on type of target)
  • Friendly NPCs will have green names. This means you can't accidentally attack them, and can likely talk or trade with them.
  • Neutral mobs and NPCs will have yellow names.
    • Neutral mobs will not attack you unless you attack them first, at which point they will become hostile. They will revert to neutral if you go out of their attack range for long enough.
    • Neutral NPCs--like friendly NPCs--typically cannot be attacked. However, there are situations in which neutral NPCs can become hostile. For example, in a neutral city like Gadgetzan, if a player starts attacking another player, the city guards that are typically neutral will become hostile and attempt to settle the matter.
  • Unfriendly NPCs have orange names and are similar to Neutral NPCs, except that you initially cannot trade or talk with them. These NPCs are typically members of a faction, and if you do quests for them, or kill their enemies, you'll earn reputation with their faction. Earn a high enough reputation and their faction will usually open up new quests and items for you.
  • Hostile mobs and NPCs will have red names. These will attack you once you once you enter their aggro radius. It's important to remember that an enemy's aggro range is usually relative to the difference between their level and yours. If you're at a significantly higher level, the mob will pretty much ignore you entirely.

Player characters of the same faction as you 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.

See also

References


Main article: Etiquette

World of Warcraft is a social experience bound by a Social Contract. As a new player, you are entering a space where players have already spent twenty years learning how to play WoW with each other, which can occasionally lead to misunderstandings. The following are tips that will hopefully lubricate your social experience, and serve as a reminder to be your best self:

Etiquette tips

  • HAVE FUN, COOPERATIVELY. The general rule for any cooperative game, is that you should have fun as long as it doesn't come at the expense of someone else's fun. Sharing the enjoyment of the game is part of the fun.
  • NO MEANS NO. If someone declines your invitation for a party, guild or duel do not take it to heart, and certainly don't abuse or insult them in private chat. If you feel rejected you are taking it too seriously.
  • NODES ARE A FREE-FOR-ALL. You don't have automatic rights to every resource node, herb or chest that you see - this isn't an offline solo game. If another player is fighting a monster near a node/herb/chest you shouldn't rush past them while they are busy to steal it.
  • BE HELPFUL - BUFFS. Buff players that you pass on the road.
  • BE HELPFUL - MOBS. If you see another player in trouble consider helping them out by healing them or taking a few swings at their monster. Warning; if the player you are helping dies - their monster is coming straight for you!
  • ASK BEFORE GROUPING. Ask a character with a tell/whisper if they want an invite to a group before doing it. Surprise party invites are known as "ninja grouping" and are frowned upon.
  • WE DON'T SPEAK COMMON. Horde characters can't understand what Alliance characters say to them - their default language is Orcish instead of Common. All they see on their screen is gibberish. Also if you custom emote they will only see you 'making strange gestures'.
  • WE DON'T SPEAK ORCISH. Alliance characters can't understand what Horde characters say to them - their default language is Common instead of Orcish. All they see on their screen is gibberish. Also if you custom emote they will only see you 'making strange gestures'.
  • BE FRIENDLY. There are many different cultures and backgrounds represented by the players of the game. Remember that when interacting with other players. If you are disrespectful of someone or a group it could negatively effect your reputation.
  • LEARN WHEN TO WALK AWAY. If someone's messages are bothering you use the /ignore <playername> command. If someone's actions are bothering you, go somewhere else. If someone does something that grossly violates the Terms of Service or the Codes of Conduct open a GM ticket.
  • BE OPEN ENOUGH TO LEARN. There are a multitude of ways to enjoy the game from solo play and professions, to raiding and PvP. There are also a multitude of opinions on how to get the most enjoyment out of each. Explore new parts of the game and new ways of enjoying them.
  • ASK IF YOU DON'T KNOW Almost every player has asked the following question: "How do I speak in trade chat?". If you don't recognize an acronym (or something else), just ask for information from a more experienced player, or in the Newcomer Chat.