Getting Started.

December 19, 2009 at 2:45 pm | Posted in Races | Leave a comment
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So, you have installed World of Warcraft, and logged in. Now its time to create your very own character. When creating a new character, there are two factions to choose from, you can either be Horde or Alliance. Each faction has five different races. Each race has their own unique abilities and they start out in different starting zones. Let’s go into a little more detail

The Alliance

  • Human:
    Humans start off in the Northshire Valley in Elwynn forest. Elwynn forest is home to Stormwind City, the main City of Humans. The racial abilities of Humans are:

    • Perception (Passive): Stealth detection Increased.
    • The Human Spirit (Passive): Spirit increased by 3%.
    • Sword Specialization (Passive): Increased expertise with swords.
    • Mace Specialization (Passive): Increased expertise with maces.
    • Every Man for Himself: An instant spell with a 3 minute cooldown that removes all movement imparing effects and all effects which cause loss of control of character. This effect shares a cooldown with similar other effects.
  • Night Elf:
    Night elves start in Shadowglen in Teldrassil. Darnassus is the main city of the Night elves. The racial abilities of Night elves are:

    • Shadowmeld: An instant spell with a 2 minute cooldown that slips you into shadows, reducing the chance for enemies to detect your presence. It lasts until cancelled or upon moving.
    • Elusiveness (Passive): Reduces the chance enemies have to detect you while Shadowmelded or Stealthed
    • Quickness (Passive): Reduces the chance that enemies will hit you by 2%
    • Nature Resistance (Passive): Reduces the chance that you will be hit by nature spells by 2%.
    • Wisp Spirit (Passive): Upon death, turns your spirit into a wisp, increasing your movement speed by 75%.
  • Gnome:
    Gnomes start out in Coldridge Valley in Dun Morough, a place they share with dwarves. The special abilities of Gnomes are

    • Escape Artist: An instant spell that allows you to escape the effect of any immobilization or movement speed reduction effect. It has a 1.75 minute cooldown.
    • Expansive mind (Passive): Intellect increased by 5%.
    • Arcane Resistance (Passive): Reduces the chance that you will be hit by arcane spells by 2%.
    • Engineering specialization (Passive): Engineering skill increased by 15.
  • Dwarf:
    Dwarves share the Coldridge valley with the Gnomes. Their main city is Ironforge. Special abilities of Dwarves are:

    • Stone Form: An instant spell with a two minute cooldown that removes all poison, disease and bleed effects and increases your armor by 10% for 8 seconds.
    • Gun Specialization (Passive): Increased chance to critically hit with guns.
    • Mace specialization (Passive): Increased expertise with maces.
    • Treasure finding: An instant spell with 1.5 second cooldown that allows the dwarf to sense nearby treasure, making it appear on their minimap. It lasts until cancelled.
    • Frost Resistance (Passive): Reduces the chance that you will be hit by frost spells by 2%.
  • Draenei:
    Draeneis start out in Ammen Vale in the Azuremist Isle. Their main city is Exodar. Their special abilities are:

    • Shadow Resistance (Passive): Reduces the chance that you will be hit by shadow spells by 2%.
    • Gemcutting (Passive): Jewelcrafting skill increased by 15.
    • Heroic Presence (Passive): Increases hit chance by 1% for self and party members within 30 yards.
  • Gift of the Naaru: Instant spell with a 2 minute cooldown that heals a friendly target for a certain amount overtime. The amount healed is based on the caster’s spell power or attack power, whichever is higher.

The Horde

  • Orc:
    Orcs Start out in the Valley of Trials in Durotar. Their main city is Orgrimmar. The racial abilities of Orcs are:

    • Axe Specialization (passive): Increased expertise with axes and fist weapons.
    • Command (passive): Damage dealt by Death Knight, Hunter And warlock pets increased by 5%.
    • Hardiness (passive): Duration of stun effects reduced by 15%.
    • Blood Fury: An instant spell with a 2 minute cooldown that increases attack power by 6 for 15 seconds. The amount of attack power increased increases as you level up.
  • Tauren:
    Tauren start off in Camp Narache in Mulgore. Their main city is Thunder Bluff. The racial abilities of Tauren are:

    • Cultivation (Passive): Herbalism skill increased by 15.
    • Endurance (Passive): Base health increased by 15%.
    • Nature Resistance (Passive): Reduces the chance you will be hit by Nature spells by 2%.
    • War Stomp: A spell with a 0.5 second cast time and a two minute cooldown that stuns upto 5 enemies within 8 yards for 2 seconds.
  • Troll:
    Trolls Start out in Valley of Trials in Durotar, same as Orcs and share a home city with them in Orgrimmar. The special abilities of Trolls are:

    • Beast Slaying (Passive): Damage dealt against beasts increased by 5%.
    • Berserking: An instant spell with a 3 minute cooldown that increases your attack and casting speed by 20% for 10 seconds.
    • Bow Specialization (Passive): Chance to critically hit with bows increased by 1%.
    • Da Voodoo Shuffle (Passive): Reduces the duration of all movement impairing effects by 15%.
    • Regeneration (Passive): Health regeneration rate increased by 10%. Also allows 10% of total health regeneration to continue during combat.
    • Throwing Specialization (Passive): Chance to critically hit with Throwing weapons increased by 1%.
  • Undead:
    Undeads start out in Shadow Grave in the Tirisfal Glades. Their main city is Undercity. The racial abilities of the Undead are:

    • Cannibalize: An instant spell with a 2 minute cooldown that allows you to feed on an enemy corpse (must be humanoid or undead) regenerating 7% of your total health every 2 second for 10 seconds. Any movement, action, or damage taken while cannibalizing will cancel the effect.
    • Shadow resistance (Passive): Reduces the chance you will be hit by shadow spells by 2%.
    • Underwater Breathing (Passive): Underwater breathing lasts 233% longer than other races.
    • Will of the Forsaken: An instant spell with a 2 minute cooldown which removes any charm, fear and sleep effect.
  • Blood Elf:
    Blood elves start out in Sunstrider Isle in the Eversong Woods. Their main city is Silvermoon. The racial abilities of Bloof elves are:

    • Arcane Affinity (Passive): Enchanting skill increased by 10.
    • Arcane Torrent (Passive): An instant spell that silences all enemies within 8 yards for 2 seconds and restores a small amount of your energy, rage, rune, or mana (whichever applies). It also interrupts spell casting for 3 seconds. The spell has a 2 minute cooldown.
    • Magic Resistance (Passive): Reduces the chance you will be hit by spells by 2%.

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