World of WarCraft Race FAQ v0.7 - 04/23/2005 Jason Tong - panzerjedi [at] gmail [dot] com //---------------------------------------------------------------------------- TABLE OF CONTENTS: Search Key ---------- I. INTRODUCTION 1x00 II. VERSION HISTORY 2x00 III. ALLIANCE RACES A. DWARVES AxDw i. Background History ii. Racial Traits iii. Misc. Info iv. Classes a. Hunter b. Paladin c. Priest d. Rogue e. Warrior B. GNOMES AxGn i. Background History ii. Racial Traits iii. Misc. Info iv. Classes a. Mage b. Rogue c. Warlock d. Warrior C. HUMANS AxHu i. Background History ii. Racial Traits iii. Misc. Info iv. Classes a. Mage b. Paladin c. Priest d. Rogue e. Warlock f. Warrior D. NIGHT ELVES AxNe i. Background History ii. Racial Traits iii. Misc. Info iv. Classes a. Druid b. Hunter c. Priest d. Rogue e. Warrior IV. HORDE RACES A. ORCS HxOr i. Background History ii. Racial Traits iii. Misc. Info iv. Classes a. Hunter b. Rogue c. Shaman d. Warlock e. Warrior B. TAUREN HxTa i. Background History ii. Racial Traits iii. Misc. Info iv. Classes a. Druid b. Hunter c. Shaman d. Warrior C. TROLLS HxTr i. Background History ii. Racial Traits iii. Misc. Info iv. Classes a. Hunter b. Mage c. Priest d. Rogue e. Shaman f. Warrior D. UNDEAD HxUn i. Background History ii. Racial Traits iii. Misc. Info iv. Classes a. Mage b. Priest c. Rogue d. Warlock e. Warrior V. THANKS 5x00 VI. LEGAL INFO 6x00 //---------------------------------------------------------------------------- I. INTRODUCTION 1x00 Being very disappointed with the quality of the official strategy guide, I decided to write my own FAQs. This Race FAQ is the first is a series of specific FAQs for this wonderful game. The eight races of World of WarCraft each have their unique abilities, or racial traits, that make them different in ways other than outward appearance and allowed classes. This FAQ will list the racial traits of each race, the classes that each race can be, and the race specific abilities for each race. If I'm missing information that you think should be in this FAQ, please feel free to contact me with your suggestion(s). Thanks for reading! II. VERSION HISTORY 2x00 v0.7 - 04/23/2005 FAQ updated! Thanks to Tony B for providing the info about the Dwarf Priest Fear Ward ability. Also included info about where each race can purchase their mounts (listed under each Misc. Info section). And finally fixed misc. errors. v0.6 - 12/2/2004 As per request, each race has a litle background info. This information was taken directly from http://www.worldofwarcraft.com. Further suggestions for this FAQ are very much welcome. v0.5 - 12/16/2004 Corrected an error with Starshards. It is not an area of effect spell, it only attacks a single enemy. v0.4 - 12/14/2004 Nothing crucial, just updated the legal info section and fixed the description for Cannibalize. v0.3 - 12/14/2004 Added a missing unique ability for Dwarven priests. Also added information about each of the unique abilities. It also seems that priests are the only class that have unique abilities for each race, but I could be wrong since documentation for WoW is poor at the moment. Information regarding whether this is true or not would be greatly appreciated. Also information about wrong information would be greatly appreciated as well. =) ** I cannot find information about the level 20 spell, Fear Ward, that Dwarf priests gain. And I do not have a Dwarf priest at this time. If you have information about this spell, please email me. Thanks! ** v0.2 - 12/13/2004 Racial mounts, home city, starting city, and languages known for each race have been added. v0.1 - 12/12/2004 FAQ started, sections outlined, racial traits complete, unique abilities for the priest class are finished III. ALLIANCE RACES A. DWARVES AxDw i. Background History The stoic dwarves of Ironforge are an ancient race of robust humanoids who live beneath the snow-capped mountains of Khaz Modan. The Dwarves have always been fast allies with the Humans, and they revel in the prospects of battle and storytelling alike. In past ages, the Dwarves rarely left the safety of their mountain fortresses. However, whenever the call to battle sounded, they rose up to defend their friends and allies with unmatched courage and valor. Due to a recent discovery that uncovered fragments of their ancient origins, the Dwarves have undergone a remarkable transformation. The discovery convinced the Dwarves that the mighty Titans created them from stone when the world was young. They feel that their destiny is now to search the world over for more signs and proof of their enchanted heritage and to rediscover the Titans' hidden legacies. To this end, the Dwarves have sent out their Prospectors to all ends of the world in the hopes of discovering new insight into their shrouded past. These journeys led to Dwarven excavation sites all over the known world, some of which serve as outposts and some of which serve as potential hunting grounds for enemies of the Dwarven race. ii. Racial Traits - Frost Resistance * passive * +10 to cold resistance - Gun Specialization * passive * +5 to gun skills - Stoneform * active * activate to become immune to poison, disease, and bleed * +5% AC bonus * Stoneform lasts 20 seconds * 3 minute cooldown - Treasure Finding * active * activate to see the location of treasure chests on the minimap * trait remains active until deactivated by player * no cooldown iii. Misc. Info - Starting Location: Anvilmar, Dun Morogh - Home City: Ironforge - Racial Mount: Ram - Mount Trainer Location: Amberstill Ranch, Dun Morogh - Known Languages: Common, Dwarvish iv. Classes a. Hunter b. Paladin * Paladins are able to obtain a mount via a Quest c. Priest - Desperate Prayer * holy spell that instantly heals the caster for X to Y HP * gained at level 10 * instant cast * zero mana cost * 30 minute cooldown - Fear Ward * Protects the target from one fear effect. If the target is under a fear effect when cast, the effect is removed and target gains Fear Ward for 10 minues. * gained at level 20 * instant cast * 100 mana cost * 30 yard range * 30 second cooldown d. Rogue e. Warrior B. GNOMES AxGn i. Background History The eccentric, often-brilliant Gnomes are one of the most peculiar races of the world. With their obsession for developing radical new technologies and constructing marvels of mind-bending engineering, it's a wonder that any Gnomes have survived to proliferate. Thriving within the wondrous techno-city of Gnomeregan, the Gnomes shared the resources of the forested Dun Morogh Peaks with their Dwarven cousins. Though the dwarves of Ironforge also have a propensity for technology and engineering - it is the gnomes who provide the critical, visionary designs for most of the Dwarves' weapons and steam vehicles. The Gnomes served the Alliance well during the Second War, but strangely, they refused to send any personnel to aid their allies during the Burning Legion's recent invasion. Though their designs helped turn the tide against the Legion, the Dwarves and Humans were shocked by the Gnomes' decision to withhold their courageous troops and pilots. When the war ended, the Alliance discovered the reason for the Gnomes' sudden withdrawal. Apparently, an ancient, barbaric menace had risen from the bowels of the earth and invaded Gnomeregan. Knowing that their allies' priority was defeating the Burning Legion, the Gnomes decided to make their stand alone. Though they fought valiantly to save their beloved city, Gnomeregan was irrevocably lost. Nearly half of the Gnomish race was wiped out during the fall of Gnomeregan. The ragged Gnomes that survived fled to the safety of the Dwarves' stronghold of Ironforge. Committed once again to the Alliance's cause, the Gnomes spend their time devising strategies and weapons that will help them retake their ravaged city and build a brighter future for their people. ii. Racial Traits - Arcane Resistance * passive * +10 to arcane resistance - Escape Artist * active * activate to break free from Entangling Roots or Ensnare effects * 1.5 second casting time * 1 minute cooldown - Expansive Mind * passive * +5% to Intelligence - Technologist * passive * +15 bonus to the Engineering Profession iii. Misc. Info - Starting Location: Anvilmar, Dun Morogh - Home City: Ironforge - Racial Mount: Mechano-Strider - Mount Trainer Location: Steelgrill's Outpost, Dun Morogh - Known Languages: Common, Gnomish iv. Classes a. Mage b. Rogue c. Warlock * Warlocks are able to obtain a mount via a Quest d. Warrior C. HUMANS AxHu i. Background History The Humans of Stormwind are a resilient breed, having survived an invasion by the savage Orcs during the First War. During the Second War, the armies of Stormwind rallied with the Alliance to reclaim their homeland of Azeroth. After the success of the Second War, Stormwind was rebuilt and Human civilization began to flourish once again throughout the southlands. With the recent invasion of the Burning Legion - which left the northern kingdom of Lordaeron in ruins - Stormwind now stands as the last bastion of human civilization. Following the heroic examples of the legendary Sir Lothar and King Llane, the defenders of Stormwind are considered to be among the fiercest warriors in the land. They stand resolute in their charge to maintain the honor and might of humanity in an ever-darkening world. ii. Racial Traits - Diplomacy * passive * +10% bonus to points gained for factions - Human Spirit * passive * +5% to Spirit - Mace Specialization * passive * +5 to mace skills - Perception * active * activate to increase detection of players/NPcs/mobs in stealth * lasts 20 seconds * 3 minute cooldown - Sword Specialization * passive * +5 to sword skills iii. Misc. Info - Starting Location: Northshire Abbey, Elwynn Forest - Home City: Stormwind - Racial Mount: Horse - Mount Trainer Location: Eastvale Logging Camp - Known Languages: Common iv. Classes a. Mage b. Paladin * Paladins are able to obtain a mount via a Quest c. Priest - Desperate Prayer * Holy spell that instantly heals the caster for X to Y HP. * gained at level 10 * instant cast * zero mana cost * 30 minute cooldown - Feedback * Discipline spell that enchants the caster's melee weapon to cause feedback on the enemy target. Each hit has a chance of draining X amount of mana from the target & for each point of mana drained, the target takes 1 point of bonus damage. * gained at level 20 * instant cast * mana cost depends on spell rank * enchantment lasts for 5 minutes d. Rogue e. Warlock * Warlocks are able to obtain a mount via a Quest f. Warrior D. NIGHT ELVES AxNe i. Background History The reclusive Night Elves were the first race to awaken in the World of Warcraft. These shadowy, immortal beings were the first to study magic and let it loose throughout the world nearly ten thousand years before Warcraft I. The Night Elves' reckless use of magic drew the Burning Legion into the world and led to a catastrophic war between the two titanic races. The Night Elves barely managed to banish the Legion from the world, but their wondrous homeland was shattered and drowned by the sea. Until recently, the Night Elves closed themselves off from the rest of the world and remained hidden atop their holy mountain of Hyjal for many thousands of years. The Legion's invasion brought the Night Elves out of their long period of slumber. They now have renewed interest in shaping the world, and for the first time are allying themselves with other races to insure the continued survival of Azeroth. As a race, Night Elves are typically honorable and just, but they are very distrusting of the 'lesser races' of the world. They are nocturnal by nature and their shadowy powers often elicit the same distrust that they have for their mortal neighbors. ii. Racial Traits - Nature Resistance * passive * +10 to nature resistance - Quickness * passive * +1% chance to dodge an attack - Shadowmeld * active * activate when not moving and not in combat to enter stealth mode * trait remains active until deactivated by player * no cooldown - Wisp Spirit * passive * when dead, the player becomes a wisp that has +50% movement rate iii. Misc. Info - Starting Location: Aldrassil, Teldrassil - Home City: Darnassus - Racial Mount: Nightsaber - Mount Trainer Location: Cenarion Enclave, Darnassus - Known Languages: Common, Darnassian iv. Classes a. Druid b. Hunter c. Priest - Starshards * Discipline spell that rains starshards down on an enemy target's head, causing X amount of Arcane damage over 5 seconds. * gained at level 10 * instant cast * mana cost depends on spell's rank * 30 yard range - Elune's Grace * Discipline spell that reduces the amount of ranged damage taken by X for 3 minutes. * gained at level 20 * instant cast * mana cost depends on spell's rank d. Rogue e. Warrior IV. HORDE RACES A. ORCS HxOr i. Background History The savage, green-skinned Orcs are one of the most prolific races of Azeroth. They are commonly believed to be brutal and mindless, possessing no humanity or empathy for other races. Born on the hellish world of Draenor, the Orcs were brought into the kingdom of Stormwind through the dimensional gateway known as the Dark Portal and forced to wage war on the Humans. Although few are aware of their history, the Orcs once cultivated a noble, Shamanistic society on the world of Draenor. Tragically, the proud Orc clans were corrupted by the Burning Legion and used as pawns in the Legion's invasion of Azeroth. The Orcs managed to rebel, however, and they were ultimately able to help turn the tide against their demon masters. Led by the young Warchief, Thrall, the Orcs have reclaimed their strength and honor. Now, the Orcs stand ready to fight not for the sake of conquest, but for their right to survive in their adopted world. ii. Racial Traits - Axe Specialization * passive * +5 to axe skills - Blood Fury * active * activate to give +25% to Strength at the cost of -5% health loss every 3 seconds * lasts 20 seconds * 2 minute cooldown - Command * passive * +5% to pet's melee damage - Hardiness * passive * +25% resistance to stun and knockout effects iii. Misc. Info - Starting Location: The Valley of Trials, Durotar - Home City: Orgrimmar - Racial Mount: Wolf - Mount Trainer Location: Valley of Honor, Orgrimmar - Known Languages: Orcish iv. Classes a. Hunter b. Rogue c. Shaman d. Warlock * Warlocks are able to obtain a mount via a Quest e. Warrior B. TAUREN HxTa i. Background History The Tauren are huge, bestial creatures who live in the grassy, open barrens of central Kalimdor. They live to serve nature and maintain the balance between the wild things of the land and the restless spirit of the elements. Despite their enormous size and brute strength, the remarkably peaceful Tauren cultivate a quiet, tribal society. However, when roused by conflict, Tauren are implacable enemies who will use every ounce of their strength to smash their enemies under hoof. Under the leadership of their ancient chief, Cairne Bloodhoof, the Tauren allied themselves with the Orcs during the invasion of the Burning Legion. The two races have remained steadfast allies ever since. Like the Orcs, the Tauren struggle to retain their sense of tradition and noble identity. ii. Racial Traits - Cultivation * passive * +15 to Herbalism - Endurance * passive * +5% to max health - Nature Resistance * passive * +10 to nature resistance - War Stomp * active * activate to stun all mobs within 5 yards * stun effects last 2 seconds * 2 minute cooldown iii. Misc. Info - Starting Location: Camp Narache, Mulgore - Home City: Thunder Bluff - Racial Mount: Kodo Beast - Mount Trainer Location: Bloodhoof Village, Mulgore - Known Languages: Orcish, Taurahe iv. Classes a. Druid b. Hunter c. Shaman d. Warrior C. TROLLS HxTr i. Background History The vicious Jungle Trolls, who populate the numerous islands of the South Seas, are renowned for their cruelty and dark mysticism. Barbarous and superstitious, the wily Trolls carry a seething hatred for all other races. One tribe, however, was forced to overcome its prejudices when it encountered the Orc Warchief, Thrall, and his mighty Horde. The Trolls of the Darkspear tribe, long since exiled from their ancestral lands in Stranglethorn Vale, were nearly destroyed by a band of aquatic Murlocs, but Thrall and the Horde managed to save them. In return the grateful Trolls swore an oath of eternal allegiance to the Horde. Led by the cunning Shadow Hunter, Vol'jin, the Darkspear Trolls now make their home in Durotar along with their Orcish allies. Their village, named after their fallen tribal elder, Sen'jin, lies along the eastern coast of the harsh, rocky land. The Darkspear tribe also occupies tracks within the nearby jungles of the Echo Isles. As part of the Horde, the Trolls have extended their loyalty to the mighty Tauren, but they have little trust for the manipulative Forsaken, whom they believe will visit only misery and strife upon their allies. ii. Racial Traits - Beast Slaying * passive * +5% bonus damage to beasts - Beserking * active * activate when wounded to give +25% to melee and spellcasting speed * lasts 20 seconds * 2 minute cooldown - Regeneration * passive * +10% health regen rate - Throwing Weapon Specialization * passive * +5 to throwing weapon skills iii. Misc. Info - Starting Location: The Valley of Trials, Durotar - Home City: Orgrimmar - Racial Mount: Raptor - Mount Trainer Location: Sen'jin Village, Durotar - Known Languages: Orcish, Troll iv. Classes a. Hunter b. Mage c. Priest - Hex of Weakness * Shadow spell that weakens the enemy target, reducing the damage they can cause by X for 2 minutes. * gained at level 10 * instant cast * mana cost depends on spell's rank * 30 yard range - Shadowguard * Shadow spell that surrounds the caster with 3 shadows. When a melee or ranged attacker hits the caster, that attacker will take X Shadow damage and one shadow will be lost. The attacker(s) can only be damaged once every few seconds. * gained at level 20 * 1.5 second casting time * mana cost depends on spell's rank * spell lasts for 10 minutes or until all shadows are lost d. Rogue e. Shaman f. Warrior D. UNDEAD HxUn i. Background History Having broken free from the tyrannical rule of the Lich King, a renegade group of undead seek to retain their own free will while destroying all those who oppose them. Known as the Forsaken, this group is dedicated to serving their leader, the banshee queen Sylvanas Windrunner. These dark warriors have established a secret stronghold beneath the ruins of Lordaeron's former capital city. Situated deep beneath the cursed Tirisfal Glades, the labyrinthine Undercity is a sprawling bastion of evil. Within its shadowy confines, Sylvanas' royal apothecaries scramble to develop a devastating new plague - one which will not only eradicate their hated Scourge rivals, but the rest of humanity as well. To further their dark aims, the Forsaken have entered into an alliance of convenience with the primitive, brutish races of the Horde. Holding no real loyalty for their newfound comrades, the Forsaken have duped them into fighting against their common enemy - the Lich King. Only time will tell how these disciples of doom will fare in their mission of vengeance. ii. Racial Traits - Cannibalize * active * activate to give +200% health regen rate while devouring a corpse * corpse must be selected in order for trait to work * lasts 20 seconds * 3 minute cooldown - Shadow Resistance * passive * +10 to shadow resistance - Underwater Breathing * passive * ability to hold breath underwater is increased 4 times - Will of the Forsaken * active * activate to gain immunity to fear, sleep, and charm effects * lasts 20 seconds * 3 minute cooldown iii. Misc. Info - Starting Location: Deathknell, Tirisfal Glades - Home City: Undercity - Racial Mount: Undead Steed - Mount Trainer Location: Brill, Tirisfal Glades - Known Languages: Orcish, Gutterspeak iv. Classes a. Mage b. Priest - Touch of Weakness * Shadow spell that enchants the caster's next successful melee attack with a bonus 15 Shadow damage. The successful hit will also reduce the damage that the target causes by X for 2 minutes. * gained at level 10 * instant cast * mana cost depends on spell's rank - Devouring Plague * Shadow damage over time spell that afflicts the target with a disease that causes X Shadow damage over 24 seconds. Damage caused by this spell heals the caster for the same amount of damage dealt. * gained at level 20 * instant cast * mana cost depends on spell's rank * 30 yard range * 3 minute cooldown c. Rogue d. Warlock * Warlocks are able to obtain a mount via a Quest e. Warrior V. THANKS 5x00 Thanks to Tony B for providing me the information for Fear Ward. I'd like to thank my girlfriend, friends, and family for their support and understanding. I'd also like to thank the hard workers at Blizzard Entertainment and Blizzard North for their commitment to bringing the best to the gaming industry - I don't think I'd love games as much as I do now if it wasn't for them. I'd finally like to thank BradyGames for their World of WarCraft Official Strategy Guide. While none of the information within this FAQ is from their guide (nor is it printed in the guide, nor was the information in the guide accurate), I did like all the nice colorful pictures. Thanks to http://www.thottbot.com for listing most spell descriptions. VI. LEGAL INFO 6x00 Copyright 2004 Jason Tong. This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Generalized soliciting email regarding the permission to display my FAQs will be ignored and the email address(es) will be blocked. If you want my permission, it'd better come in a personalized form. Note the list of sites that are allowed to have this FAQ on their site. Sites that are not on this list are not allowed to have this FAQ on their site. Websites allowed to display this FAQ: GameFAQs.com // EOF