Graveyard


 * For the Warcraft III building, see Graveyard (Warcraft III). For the instance wing of the Scarlet Monastery, see the Scarlet Monastery Graveyard.

Graveyards are special locations in World of Warcraft where the ghost of a dead character appears. Each graveyard has a Spirit Healer. Graveyards are usually, but not always, located near towns.

In faction zones, there are usually three or more graveyards. In contested territory, there are usually only one or two graveyards, but some have as many as three or four.

For example, there is only one graveyard each in Desolace, but Feralas contains three graveyards.

In battlegrounds, there is a Spirit Healer who resurrects all ghosts in the graveyard every 30 seconds. This only works if your side actually controls that graveyard.

Lore
Some examples of graveyards are:
 * Kodo Graveyard
 * Scarlet Monastery Graveyard
 * Raven Hill Cemetery
 * Stormwind City Cemetery
 * Heroes' Rest
 * Ashmaul Burial Grounds
 * Burial Fields
 * Tel'anor
 * Field of Fallen Kings
 * Atal'Dazar, golden tomb of the Zandalari kings
 * The Necropolis in Nazmir

Grave Moss can often be found around low-level graveyard areas.

Default graveyards
Two graveyards in the game world are designated as "default" : the Sentinel Hill graveyard for Alliance players and the Crossroads graveyard for Horde players. They are a safety net, used as spawn points where the player will spawn if the game cannot, for whatever reason, spawn them at a location that would make more sense. Most such instances indicate bugs in the game.

Some actions that can cause a player to spawn at a default graveyard:
 * Logging out in an area that becomes inaccessible to the character before the next login &mdash; for example, in an expansion-restricted area after the free trial for that expansion expires.
 * Falling through a hole in the world.
 * Dying in a bugged location not bound to any graveyards. Before patch 4.0.3a revamped the old world to make it more seamless, that included many unimplemented zones intended to be inaccessible.
 * Dying at the edge of a map (normally impossible, as fatigue would kill the player before reaching the edge).
 * Dying in an instance, such as a dungeon or battleground, and then having the normal release mechanics malfunction, usually due to lag.