
How the leveling route is built
The route in the pack is simulated from the game's own data, not written by hand.
From game data to the pack
Step 1
Game data
Quests, NPCs, spawns, terrain, caves, spells, talents and trainers, from the game's files and community facts.
Step 2
Simulator
A simulated character walks the real terrain, fights the mobs at its level, rests, loots and trains.
Step 3
Search
Planner rules order the steps today. Coming: an optimizer that keeps a change only if it still wins when the estimates are off.
Step 4
The pack
Every step is something the game can check, with a place to go and a reason. It ships in the free addon.
What the simulation counts
What I account for that a list written by hand can't:
- Your class, spec, level and talents, and the gear you should have by then.
- Rotations picked for sustain: fight time plus drinking, with downranking.
- Real walking paths around cliffs, water, buildings and dangerous camps, on roads where they help.
- Caves and floors on Classic Era.
- Mob respawns and waits, with nearby work to fill them.
- Elite fights only when my sim says they are safe solo.
- Only quests your class, race and faction can take.
- A goal the game can check on every step, and a waypoint.
What is live today
Checked . Build notes are on the blog.
| Part | Live today | Coming |
|---|---|---|
| Walking | Real terrain paths around cliffs, water, buildings and dangerous camps, on roads where they help, with caves and floors. | ComingDanger walks on Forever, and real flight times. |
| Fights | Every class and spec, with talents, spell ranks and the gear you should have at each level. | ComingEnemy spells. |
| Rotations | Picked for sustain: fight time plus the drinking it costs, with lower ranks where they pay. | Done |
| Respawns and waits | Mob respawns, the wait when an area is cleared out, other players in it, and nearby work to fill the wait. | Done |
| Elites | Elite fights only when they are safe solo. Otherwise the quest waits for a level or a group. | Done |
| Who can take it | Only quests your class, race and faction can take, from givers you can talk to. | Done |
| Steps | Every step has a goal the game can check and a waypoint. | Done |
| Mobs on the way | Not live yet | ComingPulls and adds on the path, and routes that grind through them. |
| Economy | Training costs. | ComingFood and water, gold, bags, vendors and the mount. |
| Search | Hand-tuned planner rules order the steps. | ComingThe optimizer, with robustness checks, re-run nightly. |
| Truth | Model estimates. | ComingChecked against real play as it comes in. |
| In the game | The route, game companion tips, the gear upgrade path, and bars and keys at first login, and the rotation helper. | ComingTalents picked for sustain. |
Why it should hold up
These are design reasons, not measured results.
- It plans for your character, not an average one.
- Coming with the optimizer: a change ships only if it still wins when my estimates are wrong.
Talk to me for the why, the what-if and a review of your pulls. I read the same route from your syncs.