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When swimming too deep into the open ocean a Fatigue Status Bar will appear showing the tiredness of the character. When the bar depletes, the character slowly dies. Simply swim back the way you came before this happens, and the fatigue will be cancelled.

This feature exists to prevent players from swimming between distant landmasses (note that swimming across the Great Sea is impossible due to engine limitations; without fatigue, a player swimming from Kalimdor east would just reach the end of the Kalimdor map with weird emptiness beyond, not the Eastern Kingdoms) or into other areas where they aren't wanted. Therefore regardless of whether you have the ability to walk on or breathe under water, and even when taking the Druid Aquatic form, indeed even if you are already a ghost, you can still die of Fatigue.

Fatigue occurs in locations where the ocean floor is below a certain predetermined Z axis. It is not associated with time spent swimming. Because of the way fatigue works, there are a few normal areas in the game where fatigue erroneously occurs, such as one small strip of the Vile Reef. Fatigue never occurs in inland lakes, or rivers, no matter how long you swim. Along mountainous coastlines or a long way out to sea where player characters have no reason to be, fatigue begins immediately. Usually the mini-map shows a sharp contrast in water color at the boundary where Fatigue begins. If swimming an unusual route (for example, from Zoram Strand to Shadowprey Village) you must tightly hug the shoreline in places to prevent fatigue.

Players revived by a [Soulstone] (and presumably by [Reincarnation]) will have new fatigue bars upon revival, effectively allowing them to swim twice as far through deep water.

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