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Newbie Guide
Since this is a random hodgepodge of info, here's the list
of stuff that will be in this post:
Accounts
Ammunition and quivers
Attributes/statistics
Buffs and debuffs
Dual wielding
Durability
Etiquette
Five-second rule
Game clock
Inns and resting
Instance deaths
Level cap
Macros
Naming characters
Non-trade slot
Quest items
Reputation
Set items
Slash commands
Spell interrupts
Stacking (of items)
Tradeskill training
Unlocking chests
ACCOUNTS:
Your World of Warcraft account will support up to 8 characters per server,
according to Blizzard's website. While there are forced servers in the sense
that only North American players are supposed to play on NA servers, US players
will be free to play in any of the 4 time zones across the country.
(International releases are coming!)
Accounts run 14.95 per month, have a free first month, and will include a 30-day
trial period for a friend to try the game.
AMMUNITION AND QUIVERS:
Ammo adds damage to your ranged attacks. While you need *some* type of ammo to
shoot, you can have the most basic type if you want to save on costs.
Quivers and ammo pouches are special containers that can ONLY hold ammunition.
Possessing one increases your attack speed with a ranged weapon, however you do
not need one to use a firearm. It is only recommended that hunters have one, as
the loss of an extra bag slot is not justified for warriors or rogues.
ATTRIBUTES & STATISTICS:
Your characters have 5 major attributes, strength, stamina, agility, intellect,
and spirit. Strength affects melee damage and blocking rates. Stamina affects
max HP. Agility affects chance to dodge or parry, ranged damage, crit rates, and
melee damage for rogues (split with strength). Intellect affects max mana and
spell crit rates. Spirit contributes to health and mana regen.
In your character window are several other statistics. Alongside your character
are 5 icons for different spell resistances. Below that is your character's
ability to hit with a weapon and the power with which he/she strikes your
opponents. Mousing over this area will also give a DPS rating for your
character, split into each hand if you dual wield. This section is repeated for
your ranged weapon.
BUFFS & DEBUFFS:
When you receive a beneficial spell, it will go in one row. When you receive a
detrimental spell, it will go in a second row. Spells that remove effects will
ONLY affect debuffs on you, and buffs on your opponents. You cannot dispel your
own stamina buff trying to remove a slow spell. Likewise, you will negate the
heal over time on your enemy rather than removing the silence effect you just
cast.
DUAL WIELDING:
Three classes can dual wield. Rogues learn to at level 10, and at level 20,
warriors and hunters gain this ability. Since rogues have no other real option
for their off-hand, rogues almost univerally dual wield, but warriors rarely do,
and hunters often prefer a two-handed weapon.
The main issue with dual wielding is that there is a base 24% chance to miss,
and the off-hand weapon damage is halved, meaning that for equal DPS weapons, a
second weapon only adds about (.75+.375) = 12.5% damage increase. A hunter will
typically prefer the extra damage a two-handed weapon, and a warrior will either
want a 2H or a shield.
Rogues have talents that increase the effectiveness of dual wielding. Expect to
be frustrated with miss rates though.
DURABILITY:
As you participate in combat, your equipment will slowly wear. If you die, your
items all lose 10% of their max durability. If you use the spirit healer, they
lose an additional 15%. So after dying several times, your items will eventually
break if you do not return to town and repair.
Items that are broken are not gone for good. They merely stop working. Repair
costs are a minor nuisance at lower levels, but at the higher end of the
spectrum, they help keep inflation in check by being quite expensive.
ETIQUETTE:
Your reputation with other players is important. As such, try to be polite and
considerate. There are any number of ways that this could be described, but
getting into all of them would make this post a novel. Just remember that other
people are here to enjoy themselves too, so don't explicitly try to screw them,
and don't spam general chat with tons of stupid comments. If someone clears to
an ore vein, don't run up and mine it while they are fighting the last mob in
the way. Don't skin other people's kills until they walk away from the corpse.
Don't rush to attack something just because you see somebody else going for it.
If someone is waiting for a named to spawn, let them have it. I could go on, but
I don't want to actually write that novel.
THE FIVE-SECOND RULE:
When any class performs an ability that uses mana, with little exception, their
mana regen does not function during the cast or for five seconds after it is
finished. Blizzard was concerned with the potential for players with a pure
spirit build to be able to effectively chain-cast whatever they wanted.
Unfortunately this game has a tremendous impact on the low-end game for starting
players, and often affects strategy in a rather negative way.
I try to be largely impartial writing these guides, but I have to come out with
a personal opinion here: the five-second rule sucks, and doesn't seem to really
serve any benefit. Blizzard, if you're reading this, please remove the
five-second rule.
GAME CLOCK:
The timer in-game runs on a 24-hour cycle. When it is day in real life, it is
day in the game. Night time does actually get dark, although depending on your
gamma setting, it may or may not be very noticeable. The clock is based on
wherever the server is located, so a West Coaster playing on an EST server after
dinnertime hours will find it to usually be night in Azeroth. This aspect of the
game is why shadowmeld works at any time of day - some people would never be
playing at night.
INNS AND RESTING:
Inns serve two purposes. The first and more obvious is that they are the home
points for your hearthstone. You can move that bind point to any inn you travel
to.
The second is resting. When your character portrait is flashing yellow, this
means you are resting. This sometimes occurs in other parts of a major city.
While you are resting, a small notch appears in your experience bar in front of
where your actual exp stops, and (very) slowly moves up the bar -- to be
specific, at a rate of one block (5%) per 8 hours. While you are considered
rested, the experience you get from creatures will be doubled.
This effect remains until your experience catches up with the notch. Other
sources of experience, like quests, do not affect your rested exp and will move
the notch as well. The maximum amount of rested exp you can accrue is 30 bars,
or a level and a half.
INSTANCE DEATHS:
When you die in an instance, you cannot run all the way back to your corpse. You
will revive as you zone into the instance. While not everything in an instance
respawns, some of it will, so you may not be able to simply pick up where you
left off. If you are grouped with a player who is able to, they can resurrect
you back to your corpse. This means it is rather significant to have a paladin,
shaman, or priest in your instance group. (Druid rez is only once per half
hour.)
LEVEL CAP:
The maximum level in World of Warcraft is 60. There are no plans in the near
future to change that. Eventually hero classes will be added into the game to
give you something to do at the level cap to further progress your character.
Nobody knows anything about hero classes.
MACROS:
The macro window is in the options menu. It has very limited use. To make a
macro, pick an icon and add the lines you want in the macro, and finish by
giving it a name. You can drag the macro down to your hotkey bar from there.
Legitimate commands in macros include and slash command or using an ability
(which you can add easily by shift-clicking the ability in your spellbook.) One
thing you can NOT do with macros is add a pause command to chain commands
together. This was done intentionally to prevent botting.
NAMING CHARACTERS:
Blizzard has a big long naming policy that a lot of players have protested as
being fascist. Simply put, this is what the naming policy says:
Your name must be a *NAME* that *YOU* created.
Those that complain want names that are either unoriginal or not something you
would name your child, even in an alternate world. If you really can't come up
with something, use the random name generator.
NON-TRADE SLOT:
In the trade window, there is a special slot for items that will not be traded.
This is for performing services on that item, especially if that item is
soulbound, such an enchanting, unlocking, or applying smithed goods.
QUEST ITEMS:
Items for a quest that have the specific heading "quest item" will only appear
for people who actually need that item. If you do not have the quest, or you
have finished it, you will never see the item drop. If someone else in your
group *does* need that item, they will have the option to loot it, even if the
rest of the corpse is your loot. These items become FFA among the people who
need them.
REPUTATION:
Reputation hasn't had a significant effect on the game in beta. As you perform
acts for a given faction, they begin to like you more (or hate you more if you
are killing them.) This can make a hostile group become neutral, or a neutral
group regard you as friendly. Some factions won't give you quests, or their
merchants will give you better deals if you have good reputation.
If you perform in dishonorable PvP kills, you will lose reputation with
everyone, which could leave you without a single place to conduct your affairs
such as repairing your equipment or buying drinks.
SET ITEMS:
Some very rare items are parts of a set. These are almost exclusively from
instances, and not many of them are very low-level. Items in a set will gain
bonuses from wearing multiple pieces of the set. Set items are clearly marked as
such, and will tell you the other pieces in the set.
XXX "of the Bear" or "of the Owl" is not a set item.
SLASH COMMANDS:
In addition to talking, there are a lot of commands that can be performed by
typing slash-something. Most of these can be accomplished by other means as
well. /sit can be done by pressing X, for example. Since there are
alternatatives to these commands, listing them isn't terribly important. /follow
is the command I find myself actually typing out most often, although I could
just right-click my group member's portrait instead. A couple fun ones you might
try are /dance and /train.
SPELL INTERRUPTS:
When a caster is performing a spell, their cast bar fills from left to right. If
they become hit during this time, the bar jumps a bit to the left and continues
from there. Usually this results in an extra second of cast time. Damage
prevention abilities like Power Word: Shield and Blessing of Protection can
prevent this.
Some special abilities actually completely stop casting, either by knocking the
caster down or making them unable to cast in general. The paladin immunity
skills are unaffected by these, but skills that absorb damage will not prevent
these effects.
Casters can also fail to cast if, upon completion of the spell, they can no
longer see their target because an obstacle is in the way or they moved behind
the caster. In PvP, melee will very often circle-strafe behind a caster to try
to avoid being nuked.
ITEM STACKING:
Some items stack. You will not be able to stack bastard swords, but you can
stack smaller objects like herbs and pieces of cloth. Depending on the item, it
might stack to a limit of 5, 10, 20, or 200. 200 is almost exclusively for
ammunition.
To split a stack, shift-click on the item. Before you actually "pick up" the
item, the game will prompt you for a number of them. Control-clicking will take
a single item from that stack.
TRADESKILL TRAINING:
Tradeskills can be learned from any tradeskill trainer, and the most basic
recipes can be learned from them. Note that you should start with a few recipes.
(Ignore recipe comments for gathering skills.)
When you first take a tradeskill, you can only learn up to a maximum skill of 75
in it. When you reach a skill of at least 50, you can raise your training from
Apprentice to Journeyman, which will make your cap 150. Apprentice trainers
cannot teach you this, and you must be level 10.
Additional ranks of tradeskilling include Expert (new cap 225, requires skill
100 and level 20) and Artisan (new cap 300, requires skill 150 and level 35.)
These level caps are imposed to keep a player from simply creating an alt or
mule to do their third and fourth tradeskills. They are usually not terribly
restrictive to someone actually playing that character and skilling up as they
go.
At higher levels, there will be fewer recipes that are learned from trainers.
Aside from the occasional rare bought recipe, you will need to rely on finding
them as loot or buying them in the Auction House from people that find them. The
non-profession tradeskills must be raised past journeyman through alternate
means. (Expert requries finding a book somewhere, and artisan involves a minor
quest.)
UNLOCKING:
Sometimes you will find a chest or door that is locked. Only rogues and
blacksmiths can open locks. If one isn't in your group, you might be out of
luck. If the chest is small, i.e. lootable, you can take it to give to a rogue
later. Use the non-trade slot so they don't just steal the items inside!
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