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World of Warcraft Gold
In any given world, going from one destination to another is always a menial task, especially when you're a fully equipped footman walking through the summer heat on foot. Alternate methods of travel keep the journey time short, thus leading up to more action in less time. Essential, that's the entire purpose of alternate forms of traveling. Be it player controlled or automated, they are great ways to travel the world efficiently.
Traditionally, players of all levels may travel on a limited basis via automated public transport systems, with more elaborate and further-reaching methods being reserved for the higher levels. After all, it is only in the higher levels that you'll need to have access to exotic areas such as Winterspring or the Eastern Plaguelands, while you'll likely be sticking very close to only a couple towns in your early levels.
To date, the known forms of transportation throughout World of Warcraft are Walking/Running (duh!), Swimming, Player Mounts, Local Flying Mounts, Intercontinental Ships, and Instant Magical Travel. Below is a summary of each, with links to sections that provide additional details:
WALKING / RUNNING - The most obvious way to travel the world is with your own two feet. Given the immense distances between each zone and town though, it is also the slowest. It can literally take over an hour of real time to travel from one end of the continent to the other. It is also by far the most dangerous since creatures along the way can attack you at will. The only class that is able to "buff" this form of travel is the Hunter, who gets Aspect of the Cheetah (increase Run Speed by 20%) at 20th Level and Aspect of the Pack (increase Group Run Speed by 20%) at 40th Level. Travel by foot is also limited to each continent, i.e. there is no way to travel between each of the two major continents without using one of the Intercontinental Travel or Magical methods.
SWIMMING - All characters are able to swim for short distances, whether to cross a short river/pond or to travel to an island that resides a short distance from shore. You can even swim underwater to fight some creatures, but beware that you will also be restricted by the amount of air in your lungs. At the same time, it is not possible to travel between continents by this method - think of trying to swim between North America and Europe - not gonna happen.
PLAYER MOUNTS - Every character is given the opportunity to own their own mount at Level 40. A couple of the classes - Paladin and Warlock - are even given a mount as part of their training (one of the major benefits of each of these classes). For the details on what each race is eligible for and special mounts that you can get from PvP, make sure to check out our PLAYER MOUNTS SECTION.
LOCAL FLYING MOUNTS - Travelling by foot to another zone can often feel excruciatingly slow. Thankfully, once you visit a new zone or town, most major locations offer the ability to link those locations to previously visited areas with Flying Mounts - Wyverns & Vampire Bats for the Horde and Gryphons & Hippogryphs for the Alliance. However, like Walking/Running, this form of travel is still restricted to the continent that you are on. For more details, make sure to check out our LOCAL FLYING MOUNTS SECTION!
INTERCONTINENTAL SHIPS - The only way to travel between the two major continents is by ship - Goblin Zeppelin (Horde), Deeprun Tram (Alliance), or Boat (Neutral). For more details about these free forms of travel, make sure to check out our INTERCONTINENTAL SHIPS SECTION.
MAGICAL TRAVEL - From the Hearthstone Rune that every player receives when they start playing - allowing you to instantly return to whatever Home Inn you've chosen (changeable at any time) - to the speed buffs that Hunters receive (Aspect of the Cheetah and Aspect of the Pack), to the suite of spells that Mages receive (Blink, Teleport, and Portal), there are several spells and skills that allow for either instant or improved travel. Make sure to check out our MAGICAL TRAVEL SECTION for more!
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