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The Races of World of Warcraft

Posted August 24th, 2004 by Messiah

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Alliance

Human

Starting Area: Northshire Abbey, Elwynn Forest
Capital City: Stormwind
Racial Mount: Horse
Playable Classes: Mage, Paladin, Priest, Rogue, Warrior, Warlock
Starting Stats: 20 STR, 20 AGI, 20 STA, 20 INT, 20 SPR (21 Spirit with their racial)

Abilities:

Perception (active)
Activate to dramatically increase stealth detection. Twenty second duration with a 3 minute cooldown.

The Human Spirit
Increases Spirit by 5% (Applied after item bonuses)

Diplomacy
10% bonus to faction point gain

Sword Specialization
Humans get +5 to Sword skill

Mace Specialization
Humans get +5 to Mace skill

Information:

The Human race is great for any class of the Alliance. Being Human, of course, they are pretty much the jack of all trades, and well the master of most. The bonus to Sword and Mace skill may only be useful for the Warriors and Paladins, however, Diplomacy makes up for it quickly. There is a lot of reputation that needs to be gained throughout the game and Diplomacy greatly helps in decreasing the time it takes to get it. Perception is a wonderful skill to use in PvP when you spot a Rogue stealth.

Night Elf

Starting Area: Teldrassil
Capital City: Darnassus
Racial Mount: Nightsaber
Playable Classes: Druid, Hunter, Priest, Rogue, Warrior
Starting Stats: 17 STR, 25 AGI, 19 STA, 20 INT, 20 SPR

Abilities:

Shadowmeld (active)
Activates while immobile and out of combat to enter stealth mode. Lasts until canceled. (activating the skill again, going into combat, or moving will deactivate it). 10 sec cooldown.

Quickness
Dodge chance increased by 1%

Wisp Spirit
Become a wisp when dead with move speed increase of 50% (25% faster then a novmal ghost)

Nature Resistance
All Night Elves get +10 Nature Resistance

Information:

Night Elves are favored for both their stylish looks and their very nice racial abilities. Rogues can enjoy the Quickness ability while Wisp Spirit makes death much more trivial then it already is. Shadowmeld is great in PvP since it allows a Night Elf to hide and wait in ambush. Overall, the Night Elf is a solid race for every class that it can play. Night Elves are also the only race that can be a Druid, as of right now, for the Alliance (and they do very well at it).

Dwarf

Starting Area: Dun Morogh
Capital City: Ironforge
Racial Mount: Ram
Playable Classes: Hunter, Paladin, Priest, Rogue, Warrior
Starting Stats: 22 STR, 16 AGI, 23 STA, 19 INT, 29 SPR

Abilities:

Stoneform (active)
While active, grants immunity to Bleed, Poison, and Disease effects. In addition, Armor increases by 10%. Lasts 8 sec with a 3 min cooldown

Gun Specilization
Dwarves get +5 to Gun Skill

Frost Resistance
All Dwarves get +10 Frost Resistance

Find Treasure
Activate to see treasure chests on mini map. Lasts until canceled and has no cooldown.

Information:

Dwarves make very good Warriors since their Stoneform ability allows them to take a ton of extra damage. The gun skill helps Dwarven Hunters a great deal while the Frost Resistance and Find Treasure are great bonuses for anyone. Dwarves excel at being Warriors and Hunters while they make great Paladins and Priests. Dwarven Priests are often needed due to their racial priest spell Fear Ward. Many players choose not to play Dwarven Rogues, opting instead for the Human or Night Elf race. The Humans and Night Elves have better racials for the Rogue class, but don't let that stop you from being a Dwarven Rogue!

Gnome

Starting Area: Dun Morogh
Capital City: Ironforge
Racial Mount: Mechanostrider Playable Classes: Mage, Rogue, Warrior, Warlock
Starting Stats: 15 STR, 23 AG, 19 STA, 24 INT, 20 SPR

Abilities:

Escape Artist (active)
Activate to break out of a Root or Snare effect. Instant cast with a one minute cooldown.

Expansive Mind
Increases Intelligence by 5% (Applied after item bonuses)

Arcane Resistance
All Gnomes get +10 Arcane Resistance

Engineering Specialization
15 skill bonus to Engineering

Information:

Gnomes are a mostly spell casting race due to their Expansive Mind ability. At 100 Intelligence the Expansive Mind ability will grant you 5 extra Intelligence which is a solid boost. Nothing amazing, but very solid. The bonus to Engineering is very nice for those who want to take up the trade. Escape Artist is a good ability to get out of a Frost Nova out Hamstring in PvP. Overall the Gnome will excel at being a Mage or Warlock while being a very decent Rogue. As for Gnome Warriors, well, many feel that Humans, Night Elves, and Dwarves provide better bonuses then the Gnome does. There is nothing wrong with being a Gnome Warrior, but there are better choices.

Draenei

This class is only available with the Burning Crusade expansion.

Starting Area: Azuremyst Isle
Capital City: Exodar
Racial Mount: Elekk
Playable Classes: Mage, Hunter, Paladin, Priest, Shaman, Warrior

Abilities:

Gift of the Naaru (Active)
Heals the target 50 + 15/Level over 15 sec. 40 yd range, 1.5 sec cast, 3 min cooldown.

Heroic Presence
Increases chance to hit [with spells or melee, depending on class] by 1% for all party members within 30 yards. Mages, Priests and Shaman increase chance to hit with spells; Hunters, Paladins and Warriors increase chance to hit.

Shadow Resistance
Shadow Resistance increases by 10.

Gemcutting
Jewelcrafting skill increased by 5.

Information:

The Draenei crash on Azeroth onboard a ship called the Exodar (which becomes their capital city). The Exodar was once a satellite of the Tempest Keep from Outland. Unlike the Draenei we saw and battled before the expansion, these Draenei are completely different. They feature a very Humanoid figure with various appendages and monster-like qualities (such as horns and tails).

As a race itself the Draenei brings a lot to the table. A free anytime heal and 1% chance to hit are some very nice racials. They will also be the Alliance's only race that can play as a Shaman, which sweetens the deal even more.


Horde

The Forsaken (Undead)

Starting Area: Tirisfal Glades
Capital City: Undercity
Racial Mount: Skeletal Horse
Playable Classes: Mage, Priest, Rogue, Warrior Warlock
Starting Stats: 19 STR, 18 AGI, 21 STA, 18 INT, 25 SPR

Abilities:

Will of the Forsaken (active)
Activate to become immune to Fear, Sleep, and Charm effects. Can also be used while already afflicted by Fear or Sleep. Lasts 5 sec with a 2 min cooldown.

Cannibalize (active)
Activate to regenerate 7% of total health every 2 sec. by consuming Humanoid or Undead corpses within 5 yds. Lasts 10 sec with a 2 min cooldown

Underwater Breathing
Underwater breath lasts 300% longer than normal.

Shadow Resistance
All Undead get +10 Shadow Resistance.

Information:

The Forsaken are one of the "Humanoid" races for the Horde. The Will of the Forsaken is one of the best available racials. Cannibalize is like free food every two minutes and Underwater Breathing lets you adventure longer during the short Underwater quests. Shadow Resistance is always welcome. They make a great race for any class they team up with.

Orc

Starting Area: Durotar
Capital City: Orgimmar
Racial Mount: Wolf
Playable Classes: Hunter, Shaman, Rogue, Warrior, Warlock
Starting Stats: 23 STR, 17 AGI, 22 STA, 17 INT, 23 SPR

Abilities:

Blood Fury (active)
Increases attack power by about 4 per character level (282 at 70), but reduces healing effects on you 50%. Lasts 15 sec.

Hardiness
15% resistance to stun and knockout effects.

Command
Pet melee damage increased by 5%.

Axe Specialization
Orcs get +5 to Axe skill.

Information:

The average orc is a pretty solid race, although they make much better Warriors then they do anything else. The Axe skill and Blood Fury make for a great combo for Warriors. The resistance to stun can help a lot in raiding. They are not popular choice for those becoming Rogues. Many find the other races better choices and, honestly now, how in the world could an Orc sneak? If you do choose Rogue, don't worry. There are plenty of succesful Orc Rogues. Perhaps you will be one of them.

Tauren

Starting Area: Mulgore
Capital City: Thunder Bluff
Racial Mount: Kodo
Playable Classes: Druid, Hunter, Shaman, Warrior
Starting Stats: 25 STR, 15 AGI, 22 STA, 15 INT, 22 SPR

Abilities:

War Stomp (active)
Activate to stun up to 5 opponents within 8 yards. Lasts 2 sec with a 2 min cooldown.

Endurance
Max Health increased by 5%.

Cultivation
15 skill bonus to Herbalism.

Nature Resistance
All Tauren get +10 Nature Resistance.

Information:

Taurens make very good, well, anything. Tauren Warriors will enjoy the 5% max health more then most. War Stomp is also a very powerful attack for any class but Hunter (and even then the Hunter can use it as a great escape tool).

Troll

Starting Area: Durotar
Capital City: Orgrimmar
Racial Mount: Raptor
Playable Classes: Mage, Hunter, Priest, Rogue, Shaman, Warrior
Starting Stats: 21 STR, 22 AGI, 21 STA, 16 INT, 21 SPR

Abilities:

Berserking (active)
Increases your attack speed by 10% to 30%. At full health the speed increases is 10% with a greater effect up to 30% if you are badly hurt when you activate Berserking. Lasts 10 sec.

Regeneration
10% health regen bonus, 10% active in combat

Beast Slaying
5% damage bonus to Beasts

Throwing Specializatoin
+5 to Throwing Weapon skills

Bow Specilization
+5 to Bow Weapon skills

Information:

Trolls carry some pretty "eh" racials. Throwing Weapons are completely useless and Bow Specilization is only useful for Hunters. Bonus damage to Beasts is rarely used and Regeneration generally won't save you in most battles. However, Berserking is a very useful skill and is one of the better active racials. 30% haste is a ton.

Blood Elves

This race is only available with the Burning Crusade expansion.

Starting Area: Eversong Woods
Capital City: Silvermoon City
Racial Mount: Hawkstrider
Playable Classes: Warlock, Mage, Hunter, Paladin, Priest, Rogue

Abilities:

Mana Tap
Reduces target's mana by 51 and charges you with Arcane energy for 10 min. This effect stacks up to 3 times. Amount of mana reduced is 50 + 1/Level. 30 yd range, Instant cast, 30 sec cooldown.

Arcane Torrent
Silences all enemies within 8 yards for 2 sec. In addition, you gain 5 + 1/Level Mana restored per Mana Tap charge currently affecting you - Instant - 2 min cooldown.
Rogues only: Silences all enemies within 8 yards for 2 sec. In addition, you gain 10 Energy for each Mana Tap charge currently affecting you.

Arcane Affinity
10 point skill bonus to Enchanting.

Magic Resistance
Increases all resistances by 5.

Information:

Blood Elves are pretty much unchanged from their Warcraft III counterparts. They lust for magic and will not stop at anything to obtain it. They make an excellent class for all the classes available to them. The two active racial abilities that form a combo are really neat.l The five to all magic resists may seem like nothing, but that's still an extra 5 in each category for raiding. The 10 to the Enchanting cap may or may not be worthwhile, only time will tell (along with any new recipes that may require it).