AzerothGPS
AzerothGPS › Routing

Staying Safe

Keeping clear of the other faction, zones way above your level, and corpse runs.

The other faction's towns#

Routes keep their distance from the other faction's guards: around their towns and camps, and off the roads they patrol, as long as there's another way. A stop inside one of their towns is still reached, by the shortest way in.

Options → Routing: Avoid the other faction's towns. Boats, zeppelins and the Deeprun Tram play by the same rule: only the ones your faction can safely take get used.

Tarren Mill to Dun Garok by the road past Southshore

Zones way above your level#

Routes go around zones that are red for you (their lowest level more than 4 above yours) whenever there's another way, so a quicker safe option, like the tram, always wins over a walk through them.

  • Asking first: routing to a stop in one of those zones asks you first, right on the map ("Route there anyway?"). So does a route whose only way there goes through one ("Keep this route?"). That route isn't drawn or followed until you say yes, and saying no clears it. Your answer sticks for that route, even after a /reload.
  • Leaving a ride out (like the tram) asks again if the new way there goes through one of those zones.
  • Exceptions: the zone you're in, and the zones your trip starts and ends in, don't count.

Options → Routing: Avoid zones too high for your level (on by default).

On Zephras Isle: Keep this route? while the route waits
Darkshore at level 1: Route there anyway?

Corpse runs#

Released as a ghost? Your body (the skull marker) becomes stop 1 with a red route, ahead of anything else. Once you're back on your feet, your route picks up where it left off.

As a ghost at The Sepulcher: a red route to the skull marker