How to Play Azeroth Survivors
You only move. Azeroth Survivors casts your class spells for you, then stops the run every level so you can take one of three cards. The first zone, Elwynn Forest, ends when Edwin VanCleef arrives at 16:00. Everything after that is talent experience, gear, and the next zone for that class alone.
Controls
| Input | What it does |
|---|---|
| W A S D | Move. Spells fire on their own. |
| 1 2 3 | Pick a level-up card. A click works too. |
| R | Reroll the current card offer. It spends gold. |
| F | The class mobility spell: Charge, Blink, Sprint, and the rest. Cooldowns are on each build page. |
| C | One published guide calls this the character pane. Our control list also treats it as the camera unlock. Check Options if the binding differs. |
| G | Turn screen enhancements off when the frame rate drops. Confirm in Options if it does nothing. The boot script we read does not name this key. |
| Esc | Pause and options. |
| Mouse wheel | Zoom. Published on the community control table. |
Source: community control lists plus the official boot script for touch, gamepad, and the character of C. Bindings can move between patches. Options in the client wins.
First run, five steps
- Open the official page, not a mirror. The client refuses framed copies.
- Pick a race and a class. A new class starts in Elwynn even if another class has cleared the game.
- Move with WASD. Take a card with 1, 2, or 3. Reroll with R only when the offer is actually bad.
- Live until VanCleef. Dying still pays some talent experience. Read the Elwynn page for the earlier bosses.
- Spend the talent point, equip any gear that dropped, and decide whether to raise the difficulty or open Duskwood.
The first five minutes
Take one survival stat before minute five: health, armor, a shield, or a heal. Then rank the spell your capstone wants. Do not collect a second school of magic “just in case”. Pickup range matters for melee, because gems do not walk to a Warrior.
Card colors
Cards use the familiar World of Warcraft quality colors: grey, white, green, blue, purple, and orange, from junk to legendary. We have not extracted a client enum of which spell sits on which color in 0.110.0. Luck raises the odds of the rarer cards. It does not raise the damage of a card you already took.
Gold, chests, rerolls, luck
Kills drop gold. Gold buys caches, which are the chests that offer rings, trinkets, and amulets during the run. Those are the Codex, not the armory set you equip between runs. Reroll spends gold to replace a bad trio. Luck, from a Gnome or from a jewel such as Mark of the Chosen, tilts the next trio toward rarer cards. A cache you never buy is a build you did not finish.
Between runs
Talent experience belongs to the class that earned it. Rows in a tree open after more points in that tree. The end of a tree is a capstone, and some classes publish four end nodes rather than three. Gear from the armory is also per class. See talents and items.
Endless mode and difficulty
After the final boss dies you can keep the run going. Endless mode is the same zone with no new unlock. Raising difficulty increases talent experience and loot, up to about double on older notes, and it also makes the bosses harder. Leave it at the baseline until the zone is already a clear. The endless page has the longer version.