Content:

Key Takeaways

  • No flying mounts: there are still none in WoW Forever, so Flight Paths, ships, zeppelins and your own two feet matter at every level.
  • New Alliance ships: Stormwind Harbor now sails straight to Auberdine, and a second new ship runs Menethil Harbor → Southshore → Auberdine.
  • New neutral sea link: Steamwheedle Port ↔ Powderfuse Port opens Riverglades to both factions, while Ratchet ↔ Booty Bay stays as the classic neutral crossing.
  • Horde backbone: long trips run on the Orgrimmar ↔ Undercity, Orgrimmar ↔ Grom’gol and Undercity ↔ Grom’gol zeppelins.
  • Skyborne exit: from Valanaar on Zephras Isle, one skyboat goes to Dalaran and the other to northwestern Mulgore, and both factions can ride them.
  • Tricky access: Moonglade and Winterspring go through Timbermaw Hold, Shen’dralas through southern Desolace, and Riverglades has a Redridge road and a Tanaris ship.

WoW Forever Travel Map

World of Warcraft Forever keeps the slow, deliberate pace of old Azeroth, and it adds a handful of routes that the Classic version never had. This guide covers every means of transport, the travel hubs worth memorising, the best way to leave each starting zone, how to reach the awkward zones, where the new dungeons are, and where to find your trainers.

Planning your first mount? The WoW Forever mounts guide explains where each one comes from.

Before you plan a trip, it helps to know what a good WoW Forever travel map actually shows. A useful one marks more than zone borders. Harbors, zeppelin towers, Flight Masters, dungeons, raids and the big hubs are what decide your route, so those are the symbols to look for:

  • Capital city: the main faction capitals and transport hubs.
  • Harbor: where ships depart and arrive.
  • Zeppelin tower: Horde zeppelin stops and long-distance connections.
  • Sky dock: the skyboat stops used by the new Forever travel routes.
  • Dungeon: dungeon entrances.
  • Raid: raid entrances and major endgame locations.
  • Battleground: battleground entrances or access points.
  • Alliance flight master: Flight Paths that Alliance characters can use.
  • Horde flight master: Flight Paths that Horde characters can use.
  • Flight masters for both factions: neutral Flight Paths that either side can use.
  • Gold ring or line: locations or routes that were added in WoW Forever.

This guide is text only, so think of the tables below as your written route map. Every connection that a picture map would draw as a line is listed as a row with its start, its end and, where it matters, the faction that can use it.

For most trips the plan is the same. Find the nearest capital, harbor or Flight Master, then ask yourself whether a ship, zeppelin, skyboat or Flight Path you have already discovered can replace a long ground ride. A mount also helps on shorter distances, and if you would like that sorted early you can unlock your riding skill and mounts with our help.

WoW Forever Travel Routes

Here is the outline of the most popular trips in WoW Forever and the first step of each one:

Destination Recommended Route
Stormwind from Teldrassil Auberdine → Stormwind Harbor ship
Darnassus from Stormwind Stormwind → Auberdine → Rut’theran
Moonglade Timbermaw Hold or Druid travel
Winterspring Timbermaw Hold from Felwood
Riverglades Redridge Road or Tanaris ship
Shen’dralas Southern Desolace
Silithus Through Un’Goro Crater
Searing Gorge Badlands pass or Blackrock Mountain

Treat this table as the opening move, not a full walkthrough. Later sections go through the turns, the requirements and the faction-specific shortcuts for each destination. Some of these places also expect you to be a certain level, so if you would rather not grind to get there, you can level up with our pro players and arrive ready.

WoW Forever New Routes

WoW Forever adds several routes that make cross-continent journeys and starting-zone travel much quicker. The biggest changes are new ship connections for the Alliance, a neutral highway to Riverglades, and the skyboat flights out of Zephras Isle.

  • Stormwind Harbor ↔ Auberdine: a direct Alliance ship joins Stormwind with Darkshore, so travel between Stormwind, Teldrassil and Darnassus becomes far easier.
  • Menethil Harbor → Southshore → Auberdine: a three-stop Alliance route ties the Wetlands, Hillsbrad Foothills and Darkshore together and removes the old long overland trip.
  • Steamwheedle Port ↔ Powderfuse Port: a neutral ship links Tanaris with Riverglades and gives both factions a direct sea route between southern Kalimdor and the Eastern Kingdoms.
  • Zephras Isle Sky Routes: Valanaar connects Zephras Isle with Dalaran and with northwestern Mulgore, which lets Skyborne characters join the main Alliance or Horde network once the starting experience is over.

If you only remember one thing from this list, make it the Auberdine connection. For Alliance players it turns a clumsy detour into a single ship ride.

A simple way to use the list: the first two routes help the Alliance cross between continents, the Riverglades route helps everyone who wants to reach that zone by sea, and the Zephras Isle routes only matter if you started as a Skyborne character. Match your own situation to one of those and ignore the rest until you need them.

WoW Forever Travel Basics

WoW Forever keeps the slow travelling pace of the older Azeroth. You cannot soar over mountains or cross a continent in a straight line, so you need to know how the Flight Path system works and which ports and towers are worth learning first. The table below sums up every option and what it is best at.

Travel Option Best Use
Flight Paths Fast travel between discovered towns, hubs and leveling zones.
Boats and Ships Crossing continents and reaching coastal hubs, including new Forever routes.
Zeppelins Horde long-distance travel between Orgrimmar, Undercity and Grom’gol.
Skyboats Travel from Zephras Isle toward Dalaran and northwestern Mulgore.
Deeprun Tram Direct travel between Stormwind and Ironforge.
Mage Portals and Teleports Fast city travel when a Mage or the required spell is available.
Hearthstone and Class Shortcuts Returning to a chosen hub or skipping specific routes with class abilities.

Tip: Several transport types overlap, so the fastest trip often chains two or three of them together. A ship to a harbor, a Flight Path from there and a short ride at the end is a very normal journey.

WoW Forever Flight Paths

Flight Paths join towns, capitals, neutral cities and many other locations. To use a destination later, you first have to visit the Flight Master there and learn the path.

It is tempting to skip a Flight Master because you will only stand there for a moment, but the visit is what unlocks the stop for good. You may need to return to that area later, and you may want to ask for a stop while you are already in the air.

If your leveling route passes through a hub, pick up its Flight Path on the way. That advice is strongest for Winterspring, Silithus and Riverglades, because those are the zones with the trickiest access. Make it a habit to look for the Flight Master as soon as you arrive in a new town, before you start any quests, so the stop is already yours when you need it later.

WoW Forever Ships

Ships are how the Alliance reaches its longest destinations. WoW Forever adds three routes that the original Classic travel system did not have. The new boat paths connect:

  • Stormwind ↔ Auberdine;
  • Southshore on the northern Alliance route;
  • Tanaris ↔ Riverglades.

The big advantage of a ship is that you do not need to find a Flight Path before you board. That makes boats the natural choice for a brand-new character who has to cross between continents. New characters can also make the early game smoother with our WoW Forever powerleveling, which helps with both the character and its professions.

WoW Forever Zeppelins

Zeppelins are still the Horde’s main long-distance transport. Orgrimmar, Undercity and Grom’gol form the core network between Kalimdor and the Eastern Kingdoms. The familiar zeppelin routes are:

  • Orgrimmar ↔ Undercity;
  • Orgrimmar ↔ Grom’gol;
  • Undercity ↔ Grom’gol.

Orgrimmar’s towers stand outside the main city gate. Undercity departures are north of the city, and Grom’gol uses the tower inside the Horde camp. Knowing these three spots in advance saves you from circling a city looking for the right platform.

WoW Forever Skyboats

With Zephras Isle, WoW Forever adds a travel system that has nothing to do with the old ships and zeppelins. In Valanaar, two flights connect the Skyborne starting zone with the rest of Azeroth:

  • A skyboat flight from Valanaar to Dalaran.
  • A flight from Zephras Isle to an area just north of Thunder Bluff, close to Skywatcher Plateau.

Both factions have access to these flights. The Dalaran flight is the obvious pick for Alliance Skyborne, while the Mulgore flight gives Horde players the better exit point.

WoW Forever Deeprun Tram

The Deeprun Tram joins Stormwind and Ironforge and is still one of the best city-to-city shortcuts for the Alliance. A Dwarf or Gnome can reach Stormwind without running through Loch Modan and the Wetlands, and Human characters can use the same connection when they need Ironforge or Dun Morogh.

WoW Forever Mage Portals

Mage portals can remove long trips once your group has access to the required spell, and teleports give Mages a personal shortcut back to the major cities. They are handy, but this guide never assumes that a Mage is around. Every route below works through the normal world transport network unless it says otherwise.

WoW Forever Hearthstone

Set your Hearthstone near the content you are currently running. If it stays in a distant capital while you quest on another continent, every return trip turns into a chore. Some classes also get special travel tools. Druids are the clearest example, because Teleport: Moonglade bypasses the normal Timbermaw route.

WoW Forever Ship Routes

Ships connect several areas that would otherwise force you into huge ground detours, and the additions in World of Warcraft Forever make the network far more useful during normal leveling. Here is every ship connection in one place:

From To Faction Notes
Stormwind Harbor Auberdine Alliance New Forever route
Auberdine Stormwind Harbor Alliance New Forever route
Menethil Harbor Southshore → Auberdine Alliance New three-stop route
Auberdine Menethil Harbor via route loop Alliance New Forever connection
Menethil Harbor Theramore Alliance Classic connection
Auberdine Rut’theran Village Alliance Main route to Teldrassil
Ratchet Booty Bay Both Neutral cross-continent ship
Booty Bay Ratchet Both Neutral cross-continent ship
Steamwheedle Port Powderfuse Port Both New Riverglades route
Powderfuse Port Steamwheedle Port Both New Riverglades route
Feathermoon Feralas mainland Alliance Local ferry

Each direction gets its own row, so read the table both ways. The Menethil Harbor, Southshore and Auberdine route is described as a three-stop loop, but the exact order of the return leg is not spelled out clearly in the beta information, so treat that detail as something that may still change.

The Ratchet ↔ Booty Bay ship is especially handy for characters who have not built up a Flight Path network yet. It gives both factions one more way across between Kalimdor and the Eastern Kingdoms. The current Forever travel maps also keep the Menethil ↔ Theramore and Auberdine ↔ Rut’theran connections.

For Alliance players Auberdine becomes one of the strongest early travel hubs in Forever, because three different routes now meet around Darkshore and Teldrassil. If you are ever unsure where to go next, heading for Auberdine is rarely a bad idea.

WoW Forever Zeppelin Routes

For a fresh Horde character, Orgrimmar is usually the first hub worth learning. From there you can jump between continents without finishing a single Flight Path chain. The Horde network is smaller than the full Alliance ship network, but the routes cover enormous distances.

From To Best Used For
Orgrimmar Undercity Northern Eastern Kingdoms
Orgrimmar Grom’gol Stranglethorn and southern Eastern Kingdoms
Undercity Orgrimmar Kalimdor travel
Undercity Grom’gol Stranglethorn
Grom’gol Orgrimmar Return to central Horde hub
Grom’gol Undercity Northern Eastern Kingdoms

Grom’gol becomes particularly useful during Stranglethorn leveling. It also saves you a huge chunk of running whenever your route swings between the southern Eastern Kingdoms and Kalimdor.

Because every pair among the three cities is connected, the table reads like a simple lookup: find your current city in the first column, find where you want to go in the second, and the third column tells you what that trip is good for.

Important WoW Forever Travel Hubs

Travel hubs are the places where several kinds of transport meet: Flight Paths, ships, zeppelins and city routes. Learn a few of them and you can plan almost any journey without researching each Flight Master separately. If you do not want to spend your own free time visiting and unlocking all of them, the WoW Forever services in our store can take care of it for you.

Alliance Travel Hubs

  • Stormwind: now a capital and a major sea hub at once. It has the Deeprun Tram to Ironforge and the new ship toward Auberdine.
  • Auberdine: connects Teldrassil with Stormwind, Menethil Harbor and Southshore. For Night Elf characters it is the first major junction outside their starting area.
  • Menethil Harbor: links the Wetlands with Theramore and with the new Southshore–Auberdine route, and it stays useful well beyond early leveling.
  • Southshore: gains a lot of value in Forever because the new ship actually stops there. It becomes a convenient gateway toward Hillsbrad, Alterac and The Hinterlands.
  • Ironforge: combines a major Flight Path network with the Deeprun Tram, and it sits directly above the new Hall of Thanes dungeon.

Horde Travel Hubs

  • Orgrimmar: pairs the zeppelins with a large Kalimdor Flight Path network. Most Horde characters will come back here again and again.
  • Undercity: handles travel across the northern Eastern Kingdoms and connects directly with Orgrimmar and Grom’gol.
  • Grom’gol: the key Horde stop in Stranglethorn Vale. Two zeppelin connections make it much more than an ordinary quest hub.
  • Thunder Bluff: covers central Kalimdor and now sits close to the Zephras Isle route in northwestern Mulgore.

Neutral Travel Hubs

  • Ratchet: links The Barrens with Booty Bay through a neutral ship.
  • Steamwheedle Port: matters far more now, since it connects Tanaris with Riverglades.
  • Powderfuse Port: the Riverglades end of that route, and the door to the zone for both factions.
  • Valanaar: the transport center of Zephras Isle, with routes toward Dalaran and Mulgore.

Neutral hubs are worth extra attention because they work for everyone. If you play both factions, or you simply want a route that never depends on which side you are on, start your planning from these four. Together with the faction hubs above, they make up the handful of places that the rest of this guide keeps coming back to.

How to Travel Between WoW Forever Starting Zones

Moving between starting zones is fairly easy in WoW Forever thanks to the dense web of routes. Alliance and Horde players can use ships, trams, zeppelins or Flight Paths, depending on their faction, to reach the major cities before heading into the open world.

Curious about the new content? See the WoW Forever new zones guide.

It is still not always obvious how to get from Teldrassil to Stormwind, or the other way around, or how to travel from Orgrimmar to Undercity. The lists below give every starting-zone route so you can reach the big cities and hubs without guessing. Keep the starting zone in mind as you read, because the right route depends on where your character begins.

Alliance Starting Zone Routes

The single biggest upgrade is the Teldrassil ↔ Stormwind connection. The new direct Stormwind–Auberdine ship cuts out most of the old Classic journey. This is the full list of Alliance starting-zone routes:

From To Recommended Route
Teldrassil / Darnassus Stormwind Rut’theran → Auberdine → Stormwind ship
Teldrassil / Darnassus Ironforge Auberdine → Stormwind → Deeprun Tram
Elwynn / Stormwind Darnassus Stormwind → Auberdine → Rut’theran
Elwynn / Stormwind Ironforge Deeprun Tram
Dun Morogh / Ironforge Stormwind Deeprun Tram
Dun Morogh / Ironforge Darnassus Tram → Stormwind → Auberdine → Rut’theran

Notice how often Stormwind and Auberdine show up. Almost every long Alliance route passes through one of them, so those two are the stops to learn first.

Horde Starting Zone Routes

Horde starting areas already had a strong long-distance zeppelin link. The most awkward trip is usually the one to Thunder Bluff, because Mulgore has no direct classic zeppelin to Orgrimmar.

From To Recommended Route
Durotar / Orgrimmar Undercity Zeppelin
Tirisfal / Undercity Orgrimmar Zeppelin
Durotar / Orgrimmar Thunder Bluff Barrens → Mulgore / Flight Path once unlocked
Mulgore / Thunder Bluff Orgrimmar Barrens route / Flight Path once unlocked
Tirisfal / Undercity Thunder Bluff Zeppelin to Orgrimmar, then continue through Kalimdor

Wherever a route says “once unlocked”, the first journey is a ground trip through the Barrens, and the Flight Path makes later trips easier. The Undercity to Thunder Bluff trip is simply the Orgrimmar zeppelin followed by the same Kalimdor route.

Skyborne Starting Zone Travel

The Skyborne race begins on Zephras Isle, a new level 1–12 area. When you are ready to leave, Valanaar offers two routes: Alliance characters can travel toward Dalaran, and Horde characters have a route toward northwestern Mulgore. From either landing point, both sides can connect to their normal capital networks.

How to Travel Between WoW Forever Zones

Reaching some WoW Forever zones means knowing the right road, harbor, tunnel or nearby Flight Path. A few areas have only one way in, while others have different routes for Alliance and Horde. The two directories below cover the main approaches in Kalimdor and the Eastern Kingdoms.

Kalimdor Travel Directory

In Kalimdor, Moonglade and Winterspring share Timbermaw Hold as their main ground approach. The tunnel branches inside, so taking the wrong exit is an easy mistake on a first trip. Shen’dralas is a Forever-specific case: the known route enters from southern Desolace through the Valley of Bones.

Zone Main Approach
Moonglade Timbermaw Hold; Druids have class options
Desolace Stonetalon Mountains or northern Feralas
Shen’dralas Southern Desolace through Valley of Bones
Winterspring Timbermaw Hold from northern Felwood
Silithus Northwestern Un’Goro Crater

Moonglade is the one place on this list where class matters. Druids can skip the Timbermaw route entirely with Teleport: Moonglade, while everyone else walks in through the tunnel.

Eastern Kingdoms Travel Directory

In the Eastern Kingdoms, The Hinterlands is easier for Alliance characters now that Southshore sits on the new ship route. From there, the mountain entrance near Durnholde is a short ground trip. Riverglades has two very different entrances: players already in the Eastern Kingdoms can approach from Redridge, while Kalimdor characters can use the Steamwheedle–Powderfuse ship.

Zone Main Approach
The Hinterlands Hillsbrad mountain pass
Riverglades Redridge road or Tanaris ship
Searing Gorge Badlands pass or Blackrock Mountain
Burning Steppes Redridge or Blackrock Mountain

Riverglades is a good example of why the new neutral ship matters. Before, a Kalimdor character would have had to cross the sea and walk. Now the Tanaris harbor is the start of a direct route.

How to Get to WoW Forever Dungeons

WoW Forever adds nine new dungeons across the leveling range. Some sit close to the faction capitals, while others demand a much longer trip. The table below is about getting there, not about boss tactics.

Dungeon Level Range* Location Travel Notes
Hall of Thanes 13–18 Ironforge Alliance-friendly; Horde must reach Ironforge
Ruins of Lordaeron 15–20 Tirisfal / Undercity ruins Horde-friendly; Alliance crosses Horde territory
Excavation Site 24–29 Wetlands Above Whelgar’s Excavation Site
City of Dalaran 28–33 Alterac Mountains Reach Dalaran from the surrounding northern EK routes
The Drowned City 35–40 Off Stranglethorn coast Offshore entrance makes route planning important
Krol’dok Stronghold 40–45 Riverglades Reach Riverglades first
Alcaz Prison 48–53 Alcaz Island Far northeast of Dustwallow Marsh
Blackmaw Hold 55–60 Northern Azshara Behind the northern furbolg gates
Shaper’s Terrace 58–60 Un’Goro Crater High-level southern Kalimdor route

Note: The level ranges reflect current beta information and may change before launch. The table lists nine dungeons spread across levels 13–60.

The first four dungeons are the easiest to reach, because they sit in or near established cities. The last five need more planning, and for several of them the public information about the exact entrance is still thin. Where that is the case, the sections below say so openly instead of guessing. Planning matters most for Horde players heading to Hall of Thanes and Alliance players heading to Ruins of Lordaeron, because each of those trips means crossing into the other faction’s territory.

Hall of Thanes

Hall of Thanes lies under Ironforge. Alliance players can enter through the High Seat, take the open door to Old Ironforge and follow the path down to the instance portal. Horde players have a much longer trip through Hillsbrad, Arathi Highlands, Wetlands, Loch Modan and Dun Morogh before they even enter Ironforge. If you would like to clear it quickly without pick-up groups, our team can help with WoW Forever dungeon runs.

Ruins of Lordaeron

Horde players can reach Ruins of Lordaeron directly through the non-instanced ruins above Undercity, entering from Tirisfal Glades south of Brill. Alliance players can take the new ship chain from Stormwind to Auberdine and Southshore, then travel north past Dalaran and swim through Lordamere Lake into Tirisfal Glades.

Excavation Site

Alliance players can reach Excavation Site from Menethil Harbor, or by running through Loch Modan into the Wetlands. Horde players usually travel from Tarren Mill through Arathi Highlands and enter the Wetlands from the north. The dungeon entrance sits at the top of the new road above Whelgar’s Excavation Site.

City of Dalaran

Alliance players enter City of Dalaran through the sewers, and the dungeon pipe is in the Cantrips & Crows area. Horde players use the outside entrance at around /way 8.8, 59.6, which requires the Dalaran Sewer Key. Swimming in from Silverpine Forest is one of the quicker approaches. Once you are inside, remember that the dungeon itself is aimed at levels 28–33.

The Drowned City

The Drowned City lies off the coast of Stranglethorn Vale. Travel into Stranglethorn first, then continue toward the offshore troll ruins where the dungeon is located. The current public data confirms the offshore location but does not yet give a fully documented route to the entrance, so expect to explore a little.

Starting as a troll? Read the WoW Forever Darkspear Islands guide first.

Krol’dok Stronghold

Krol’dok Stronghold is in Riverglades. Get to Riverglades either from the Redridge side or by taking the Steamwheedle Port ship to Powderfuse Port, then continue through the zone toward the dungeon. Current dungeon data confirms Riverglades as the location but does not yet document a more exact entrance path.

Alcaz Prison

Alcaz Prison is on Alcaz Island, far to the northeast of Dustwallow Marsh. Reach Dustwallow first, travel to its northeastern coast and then continue toward Alcaz Island for the final approach. Current public sources confirm the island location but give no detailed entrance route yet.

Blackmaw Hold

Blackmaw Hold is in northern Azshara, behind the Furbolg Gates. Travel north through Azshara and keep going toward the furbolg-controlled area to find the dungeon entrance.

Shaper’s Terrace

Shaper’s Terrace is in Un’Goro Crater. Reach Un’Goro first by its normal Tanaris approach, then continue through the crater toward the dungeon area. Current sources confirm Un’Goro as the location, but the exact entrance route is not documented in detail yet. It is one of the most requested dungeons, so expect company when you get there.

How to Find Trainers in WoW Forever

Class trainers, profession trainers, weapon masters, riding trainers, banks and Auction Houses are spread across the capitals, starting areas and major quest locations. The table is a quick reference for the most common trainer locations and the service hubs worth remembering.

Trainers and Services Locations Example Coordinates
Class Trainers Stormwind, Ironforge, Darnassus, Orgrimmar, Undercity, Thunder Bluff Varies by class and city district
Profession Trainers All major capitals, plus selected towns and new Forever hubs Example: Mining in Stormwind 51.0, 17.2; Ironforge 50.4, 26.0
Weapon Masters Stormwind, Ironforge, Darnassus, Orgrimmar, Undercity, Thunder Bluff Stormwind 57, 57; Darnassus 57, 46; Orgrimmar 81, 19; Thunder Bluff 40, 63
Secondary Professions Capitals and larger leveling hubs Cooking, Fishing and First Aid trainers vary by city
Riding Trainers Racial capitals and nearby starting regions Best checked in your faction’s capital or racial hub
Banks and Auction Houses Every capital city Clustered around the main trade district
Stable Masters Capitals and selected towns Example: Dalaran 19.7, 70.1

Tip: The quickest way to get a trainer or service marked on your map is to go to the nearest capital and ask a city guard for help.

Weapon Master Locations

Weapon masters are more limited than other trainers, so knowing the right capital saves you extra travel. These are the ones with known positions:

  • Woo Ping stands in Stormwind at /way 57, 57.
  • Ilyenia Moonfire is in Darnassus at /way 57, 46.
  • Orgrimmar’s weapon masters are around /way 81, 19.
  • Ansekhwa is in Thunder Bluff near /way 40.9, 62.7.

Undercity and Ironforge also have weapon masters according to the table above, but the beta information gives no coordinates for them, so check those two when you arrive.

Trainers in Newer Locations

WoW Forever also places trainers in its newer locations. Dalaran currently has profession trainers for First Aid, Enchanting, Cooking, Herbalism, Blacksmithing, Tailoring and Alchemy, with several of them clustered around /way 17–20, 60–64. That makes Dalaran a handy stop if you are passing through Alterac anyway. And if you want profession kits for faster profession leveling, our team can arrange that for you.

When you plan a long session, combine your errands. Pass through a capital to visit the class trainer, the weapon master and the bank in one go, then use the closest ship, zeppelin or Flight Path to continue. That way a single trip covers several needs instead of sending you back and forth.

WoW Forever Travel FAQ

Here are quick answers to the questions people ask most about getting around in WoW Forever.

What is the fastest way to travel in WoW Forever?

For long trips, the quickest method is a mix of Flight Paths with either boats or zeppelins. How well that works depends on which Flight Masters you have already visited. New players will lean more on ships, zeppelins, the Deeprun Tram and plain ground travel until their Flight Path list grows.

Are there flying mounts in WoW Forever?

No. WoW Forever does not use flying mounts for world travel. Ground mounts, Flight Masters, ships, airships and similar options stay useful all the way to level 60.

What new travel routes does WoW Forever add?

Three main ship paths are new: Stormwind–Auberdine, Menethil–Southshore–Auberdine, and Steamwheedle–Powderfuse. There are also two sky routes from Zephras Isle, one to Dalaran and one to northwestern Mulgore.

How do Horde players travel between continents?

The main Horde network uses zeppelins between Orgrimmar, Undercity and Grom’gol. The neutral Ratchet ↔ Booty Bay ship gives a second option.

Can Horde use Alliance boats in WoW Forever?

Warning: Faction-specific ports can leave a Horde player standing next to hostile NPCs, even if the player managed to get on board safely.

The better choices are neutral routes such as Ratchet ↔ Booty Bay and Steamwheedle ↔ Powderfuse.

How do you leave Zephras Isle?

Go to Valanaar and take one of its two transport routes. One leads to Dalaran, and the other connects you with northwestern Mulgore near Thunder Bluff.

Should you unlock every Flight Path?

You do not have to tour the whole of Azeroth just to collect them, but skipping the closest ones means extra travel later. A short detour while you are already nearby costs very little.

Is getting around easier than in old Classic?

Yes, in several places. Getting around Azeroth is still part of the adventure, but a number of old routes are now much less painful. New ships connect Stormwind, Auberdine, Southshore and Riverglades, and Zephras Isle adds another travel network for Skyborne characters. Once you know the major hubs, travel gets much simpler. Pick up Flight Paths as you go, remember the new Forever connections, and you will spend far less time riding down the wrong road.