World of Warcraft - All Races - Racial Traits, Lore & What to Play
Everyone has heard about the MMO called World of Warcraft once in their lifetime! A game with so much history and advancement through the years. Let's take a look on the races of the magical world of Warcraft!
Azeroth is home to a large variety of races, some native to its lands and some hailing from other realms. Whether as a stalwart defender of the Alliance or a fierce guardian of the Horde, deciding which race to play will define who you’ll fight for in this neverending war. Where do your loyalties lie?
|Warrior||Paladin||Hunter||Rogue||Priest||Shaman||Mage||Warlock||Monk||Druid||Demon Hunter||Death Knight|
|Dark Iron Dwarf|
Table of Contents
- 1 Alliance Races
- 2 Alliance Allied Races
- 3 Neutral Race
- 4 Horde Races
- 5 Horde Allied Races
Gnomes are brilliant inventors who present a unique paradox among the civilized races of Azeroth.Gnomes provide invaluable support in weaponry,vehicles and other mechanical devices to the Alliance.
The “Gnome” race consist from renowned mechanics, engineers, technicians and tool makers who have made their mark on Azeroth though the application of a collective intelligence and ambition overshadowing that of their larger peers.
Gnomes are assigned by their bigger “kin”(Dwarves) in constructing the capital city known as “Gnomeregan” in the foothills of Dun Morogh near the dwarves’ own capital of Ironforge.
Gnomes provided invaluable support in weaponry, vehicles and energetic troops to the Alliance of Dwarfs, humans, and high elves.
When the Burning Legion invaded during the Third War, the gnomes strangely refused to send aid to their allies. The reason behind this decision was because an ancient menace had risen from the bowels of Azeroth to strike at 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 lost.
Most of the gnome race was wiped out during their stand to save Gnomeregan and the few survivors fled and established New Tinkertown, where they quietly went about rebuilding their forces and preparing to retake Gnomeregan.
Starting Zone – Gnomeregan
In the ongoing effort to reclaim Gnomeregan from Sicco Thermaplugg, the gnomes have established in New Tinkertown to rebuild their forces and heal their wounds.
The perils of Gnomeregan are many, but the gnomes and their ingenious leader, High Tinker Mekkatorque, are resolute in facing any threat—be it trogg, toxic sludge, or sentry-bot to take back their beloved home. New Tinkertown is the “snowy mechanical” starter zone for Gnomes in central Eastern Kingdoms.
Gnome Racial Traits
Gnomes are small and nimble, which allows them to extricate themselves from even the most cunning traps.
Gnomes have a natural resistance to Arcane magic.
Curious, creative, and brilliant, gnomes receive a small bonus to their resource pool.
Their expertise with gizmos, gadgets, and gimmicks provides gnomes with a skill bonus to engineering.
Gnomes, while diminutive in stature, are dangerously quick.
The dwarves are an ancient race descended from the earthen beings of living stone created by the titans when the world was young. Due to the Curse of Flesh, the dwarves’ earthen progenitors underwent a transformation that turned their rocky hides into soft skin. Ultimately, these creatures of flesh and blood dubbed themselves dwarves and carved out the mighty city of Ironforge in the snowy peaks of Khaz Modan.
For many years, three dwarven clans – the Bronzebeards, the Wildhammers, and the Dark Irons – lived united in Ironforge under the wise rule of High King Modimus Anvilmar. When Modimus passed away, tensions boiled over among the clans, and war erupted for control of the city. Thus began the War of the Three Hammers, during which time the Bronzebeard clan won sole ownership of Ironforge, severing relations among the other clans and expelling its rivals.
When freak natural disasters rocked Azeroth just prior to the Cataclysm, a series of quakes tore though areas surrounding Iroforge, reducing settlements to rumble and taking the lives of many innocent dwarves. To search for an answer about the troubling state of the world, King Magni underwent a mystic ritual to commune with the earth. The ceremony, however, had an unexpected effect: Magni was transformed into diamond and became fused to the depths of Ironforge itself.
In the power vacuum that followed, Magni’s daughter Moira, claimed Ironforge’s throne and effectively locked down the city. If not for the intervention of King Varian Wrynn of Stormwind and his son Prince Anduin, her actions might have sparkled another civil war.
With Varian’s help and guidance, control of Ironforge has since been divided equally among the Bronzebeard, Wildhammer, and Dark Iron clans through the Council of Three Hammers. As the clans put aside their differences and began working together as one, the council’s ability to govern shows promise.
Starting Zone – Dun Morogh
Encircled by jagged mountain peaks, the snowy region of Dun Morogh has been the cultural heart of Ironforge’s dwarves for ages. Dun Morogh is the snowy starter zone for Dwarves in central Eastern Kingdoms.
New players learn the basics of questing by fighting leper gnomes from Gnomeregan and lighter topics like safely transporting ale. This zone is reached on foot via a series of elaborate connecting tunnels not found anywhere else in Azeroth.
This zone contains both the capital city of Ironforge and the instance Gnomeregan.
Dwarven Racial Traits
Dwarves receive a skill bonus to archaeology and are able to survey faster than other races.
Ironforge dwarves have a natural resistance to Frost magic.
Might of the Mountain
Dwarves battle with powerful intent and gain a bonus to critical strikes.
Dwarves can temporarily turn to living stone, neutralizing ailments and reducing damage taken.
Defenders of the Seven Kingdoms
Recent discoveries have shown that humans are descended from the barbaric vrykul, half-giant warriors who live in Northrend. Humans are among the youngest races on Azeroth,but hey make up for it by being the most populous.
After centuries of peace, the increasingly independent city-states of Arathor split into kingdoms: Gilneas to the west, Alterac, Dalaran, and Lordaeron to the northwest, Kul Tiras to the southwest, and Stormwind to the far south. Strom itself was renamed Stromgarde and remained a powerful kingdom.
King Anduin Wrynn oversees Stormwind under the watch of the council of nobles and occasional guidance from his friend and King, Genn Greymane. Theramore Isle is an independent state that keeps close ties with Stormwind and is under the leadership of Jaina Proudemoore, daughter of Daelin Proudmoore a young mage of high caliber, formerly of Kul Tiras.
The merchant nation of Kul Tiras is also an independent state under the rule of Lord Admiral Tandred Proudmoore, brother of Jaina and son of Daelin Proudmoore. The city-state of Dalaran, a haven to arcane magic and a center of arcane study is ruled by the Kirin Tor, an elite cadre of the most poweful wizards in the known world.
Starting Zone – Elwynn Forest
It is the heartland of the human Kingdom of Stormwind and consequently is the starting point of all human characters. Elwynn Forest is a gorgeous span of fertile land and thick forests. The weather is sunny and cheerful during the day and silent and peaceful at night.
One should stick to the roads though, as the forest is home to many fearsome and territorial creatures such as bears and wolves. Those who can defend themselves are not in any danger, but others may not be so lucky.
Human Racial Traits
Every Man for Himself
Humans can shake off debilitating stun effects.
The straightforward and outspoken humans tend to get along well with other races and gain their trust with relative ease.
The Human Spirit
Humans are very adaptable, and get additional bonuses to all secondary stats from all sources.
Children of the Stars
A powerful and mystical race whose origins extend back to ancient times.Night elfs are mutated Trolls who accepted the gift of Elune gaining their powers from the well of Eternity.
Night Elf History
In the dawn of Azeroth’s time, the Titans created a magical well — dubbed the Well of Eternity by the night elves. Over time it became the source of their power, wisdom, and immortality. This immense source of mystical energy shone like a beacon throughout the Twisting Nether, eventually claiming the attention of Sargeras, the Destroyer of Worlds, as he sought to claim its power as his own.
The Night Elves fought alongside the Horde and Alliance during the Third War to defeat the Legion, but their victory was only made possible through an explosion that damaged the blessed World Tree, which had long granted the night elves immortality and protection from aging and disease.
Although the night elves still struggle to cope with the loss of immortality, the fate of Azeroth rests on their resilience and willingness to aid other races; qualities which the Burning Legion will surely test again.
Starting Zone – Teldrassil
Created shortly after the Third War by the night elves,the island Teldrassil, is the starting point of all night elf characters. Owing to its size, Teldrassil possessed its own unique ecosystem with a various flora, fauna, and vast twilit forests.
Teldrassil served as the largest bastion of Alliance power in Kalimdor, and maintained naval connections to the mainland, the nearby Azuremyst Isles, and the distant Eastern Kingdoms. Many young and ambitious night elves began their journey out into the world from the verdant shelter of the World Tree.
Night Elf Racial Traits
Night Elves can slip into the shadows, awaiting for the right moment to strike.
Fallen night elves assume the form of fleet wisp spirits.
Night elves can resist Nature magic.
The nimble night elves have slightly increased movement speed as well as a minor chance to completely avoid being hit by physical attacks.
Touch of Elune
Night elves gain a unique benefit that changes between day and night time.
The Lost Ones
After being on the run from the Burning Legion for so long the Draenei guided by Prophet Velen seek refugee into Azeroth and joining the forces of the Alliance.
Long ago, on the planet of Argus, the Eredar race arose. They were extremely intelligent and had a natural affinity for magic in all of its forms. Using their gifts, they developed a vast and wondrous society.
At some point, they were visited by beings of light, Naaru. They gifted the Eredar with the sacred ata’mal crystals, which enhanced their intellect and help them unravel the mysteries of the universe.
At the height of their society, the Eredar’s three most prominent leaders, Kil’jaeden, Archimode, and Velen, were approached by Sargeras, the Fallen Titan. Sargeras claimed he was impressed by the work of the Eredar: he wanted to supply them with even more power and knowledge, in exchange for their loyalty.
Only Velen abstained, for he had seen a vision. In it, his people were transformed into demons; members of Sargeras’ Burning Legion, a growing army of unspeakable evil. With the aid of the benevolent naaru, Velen gathered like-minded eredar and escaped Argus. These renegades would call themselves the draenei, or “exiled ones.”
Starting Zone – Azuremyst Isle
Located off of the coast of northern Kalimdor, Azuremyst Isle is home to the draenei, refugees who fled Outland aboard the massive dimensional vessel named the Exodar. When the draenei crashed on Azeroth, powerful crystals from their vessel were scattered about Azuremyst Isle, mutating flora and fauna near the debris.
Azuremyst Isle, one of WoW’s starting zones, sees the least amount of PvP action (along with Teldrassil) due to the fact that the only way for Horde players to get to Azuremyst Isle itself is via ship from Rut’theran Village on mainland Teldrassil. Other starting zones are directly accessible by the opposing faction without such hazards.
Draenei Racial Traits
Gift of the Naaru
The draenei are blessed with a healing ability that can restore their health and that of their allies.
Confident and strong, draenei receive a slight bonus to their main stat.
Draenei have a natural resistance to Shadow magic.
The talented draenei receive a bonus to their jewelcrafting skill
The Beasts in the Shadows
Cursed by their inhumane and primal nature,the Worgen tries to maintain their humanity and their place in the society of the Alliance.
In the brutal war between the night elves and the satyrs in Kalimdor, some druid practiced the ability to transform into a powerful form that embodied the fury of the wolf Ancient, Goldrinn.
These druids sought to use the Scythe of Elune to control the uncontrollable rage inherent in their chosen form, but rather than soothe the druids’ fury the Scythe transformed them into worgen. Anyone wounded by a worgen contracted a curse that turned them into worgen as well.
The worgen threat put into a stop by Malfurion Stormrage who banished the worgen into a part of the Emerald Dream, where they would be in a peaceful slumber for all eternity.
The worgen got freed after a milenia by Archmage Arugal infecting the human soldiers in Gilneas. The night elves, feeling responsible for the creation of the curse helps the Gilneans to control their curse with the help of the Scythe of Elune making them able to shapeshift at will from human to worgen, and back again.
Now the Gilneans known as Worgen have rejoined the Alliance as powerfull allies, prepared to fight for their humanity and their place in society.
Starting Zone – Gilneas
For many years, the nation of Gilneas existed in isolation behind the colossal Greymane Wall. Free from outside influence, the kingdom relied on the indomitable spirit and tenacity of its citizens to make its own destiny in the world.
Of late, however, a series of events has shaken Gilneas to its core. While the nation struggles to recover from a past civil war, a devastating worgen curse has spread throughout Gilneas, turning some of its inhabitants into ferocious beasts.
Worgen Racial Traits
Drop to all fours to run as fast as a wild animal. Who needs a mount when you can run
Worgen have a natural resistance to Shadow and Nature damage.
Activate your true form, drastically increasing movement speed for a short time.
Worgen claws are extremely sharp and can skin a slain beast rapidly.
Worgen fight with the ferocity of an apex predator and have an increased chance to hit with critical strikes.
Worgen can shift in and out of Human form while not in combat.
Alliance Allied Races
Dark Iron Dwarf
Dark Iron dwarves are an allied race affiliated with the Alliance. This playable race was introduced with the Battle for Azeroth expansion.
Recruiting the Dark Iron Dwarves
In order to play as the Dark Iron dwarves, you must first recruit them to your cause. After meeting the requirements below, head to Stormwind embassy to begin your quest.
Achievement: Ready for War
Achievement: Champion of the 7th Legion
Removes harmful effects and empowers you.
Move faster while indoors
Blacksmithing skill increased,and blasmithing crafts faster.
When outdoors,summon a mole machine that tunnels through the earth.
Forged in Flames
Reduces Physical damage taken.
Jack of All Trades
Kul Tiran humans are an allied race affiliated with the Alliance. This playable race was released with Patch 8.1.5 of the Battle for Azeroth expansion.
Recruiting The Kul Tirans
In order to play as a Kul Tiran, you must first recruit this proud nation to your cause. After meeting the requirements below, head to Stormwind Embassy to begin your quest.
Achievement: A Nation United
Achievement: Tides of Vengeance
Exalted reputation with the Proudmoore Admiralty
Brush It Off
Increase Versatility and regenerate a portion of damage taken.
Child of the Sea
Hold your breath longer and swim faster.
Haul off and punch an enemy,stunning and knocking them back.
Jack of All Trades
Increases skill in every tradeskill.
Rime of the Ancient Mariner
Reduces Frost and Nature damage taken.
Warriors of the Light
Lightforged draenei are an allied race affiliated with the Alliance. They were introduced in the Battle for Azeroth expansion.
Recruiting The Lightforged Draenei
In order to play as the Lightforged draenei, you must first recruit them to your cause. After meeting the requirements below, head to Stormwind embassy to begin your quest.
Achievement: You Are Now Prepared!
Exalted reputation with the Army of the Light
Forge of Light
Increases Blacksmithing skill and allows you to summon an anvil.
Reduces Holy Damage taken.
Deal mighty Holy damage to an area
Erupt upon death,dealing Holy damage to nearby enemies and healing nearby allies.
Experience gains from killing Demons increased by 20%.
Void elves are an allied race affiliated with the Alliance. They were introduced with the Battle for Azeroth expansion.
Recruiting The Void Elves
In order to play as the Void elves, you must first recruit them to your cause. After meeting the requirements below, head to Stormwind embassy to begin your quest.
Achievement: You Are Now Prepared!
Exalted reputation with the Argussian Reach
Chill of Night
Reduces Shadow Damage taken.
Your abilities sometimes send you into Void Locus,granting bonus Shadow damage or healing.
Reduces the cost of Transmogrification and Void Storage.
Your spell casts are not delayed by damage.
Teleport to a nearby destination.
Couched in myth and legend, rarely seen and even more rarely understood, the enigmatic pandaren have long been a mystery to the other races of Azeroth. The noble history of the pandaren people stretches back thousands of years, well before the empires of man and before even the sundering of the world.
Denizens of a wondrous and fertile land, the Pandaren were once slaves of a monstrous race of ancient warlords known as the mogu. After a rebellion, they deposed the mogu and established a pandaren empire that would prosper for thousands of years.
In order for the last Emperor to protect his land from the devastation of demons who flooded onto Azeroth and put the mortal realm into jeopardy, he shrouded his land within a impenetrable mist for ten thousand years.
Starting Zone – The Wandering Isle
The Wandering Isle is a giant turtle named Shen-zin Su that left Pandaria 10,000 years ago and began growing. Pandaren afflicted with wanderlust accompanied the giant turtle, venturing out to explore the known world.
They were gone for such a long time that their own homeland was even lost to them. Forests lush and green sprang up upon the turtle’s back, and the pandaren erected buildings, temples, and farms.
Pandaren Racial Traits
Pandaren may choose to align with either the Alliance or the Horde.
Your love of food allows you to receive additional stats from eating specialized food.
Pandaren are excellent cooks, and receive a slight increase to their cooking skill.
Your rested experience bonus lasts twice as long.
Pandaren take less falling damage than other races.
Strikes the target with lightning speed, incapacitating them for a short duration.
Born on the world of Draenor the orcs where brought to Azeroth through the Dark Portal.
Arriving in Azeroth through the Dark Portal made by the orc warlock Gu’dan with the help of archmage Medivh, the seemingly unstoppable orc armies, known as the Horde, crushed the human kingdom of Stormwind. Eventually, however, the humans made a last stand and were able to defeat the Horde and enslave most of the survivors.
But a young slave named Thrall, together with Warchief Orgrim Doomhammer, fought to free the captive orcs. Orgrim died in battle, and the title of warchief, as well as Orgrim’s weapon, the Doomhammer, was passed onto Thrall. Thrall led his people to Kalimdor, where his friend and mentor, Grommash Hellscream, gave his life to defeat Mannoroth and forever free the orcs from the Legion’s control .
They founded a new homeland with the help of their tauren brethren. Naming their new land Durotar after Thrall’s father Durotan, the orcs settled down to rebuild their once-glorious society. From there, they began the creation of the great warrior city, Orgrimmar named after Thrall’s friend and mentor, the former Warchief Orgrim Doomhammer.
Orgrimmar is openly hospitable to all members of the Horde and is an important center of commerce. Visitors may fly into the city by way of zeppelin or wyvern, or simply walk through the fortress’s main gates.
Starting Zone – Durotar
The dry, harsh land of Durotar is home to some of the toughest creatures on Azeroth and the starting area of the orc race. Unwary travelers may fall prey to venomous scorpids, ferocious crocolisks, or angry quilboar.
The orcs, however, see a harsh beauty in the land that reminds them of their home world. Durotar is a proving ground for young orcs, who are sent to the Valley of Trials to complete several rites of passage before they are considered fit for the challenges that lie ahead.
Orc Racial Traits
Orcs can fly into a rage that increases their attack power or intellect (based on class) for a short time.
Rugged by nature, orcs recover from stun effects more quickly than other races.
Orcs work well with combat pets, which receive a bonus to damage output under their care.
The ForsakenThe undead are former mortals who have died and become trapped between life and death. These tragic beings derive power from the necromantic energies that pervade the universe. Most undead are driven by vengeance and hatred to destroy the one thing that they can never have again: life.
When the Lich King’s grasp on his vast armies faltered after the Third War, a contingent of undead broke free of their master’s iron will. This freedom seemed like a blessing, but the former humans were soon tormented by memories of the horrors they had committed as mindless Scourge. Those who did not descend into madness faced a chilling realization: the entirety of Azeroth sought their destruction.
In their darkest hour, the renegade undead were rallied by Sylvanas Windrunner, former Ranger-General of Quel’thalas, who had also regained her freedom from the Lich King. Under their new queen’s guidance, the independent undead—known as Forsaken—established the Undercity beneath the ruins of Lordaeron.
To further her own goals and protect her budding nation, Sylvanas set out to forge alliances. Chief among these were the tauren of Thunder Bluff, who saw the potential for redemption in the Forsaken. Thus, the tauren convinced the then-Warchief Thrall to forge an alliance of convenience between the Forsaken and the Horde. The Forsaken assisted the Horde with a massive offensive against the Lich King and exacted vengeance upon their hated enemy.
Starting Zone – Tirisfal Glades
Once the heart of Lordaeron, Tirisfal Glades was a land of beautiful rolling hills and golden pastures. Tirisfal Glades is the grim starting zone for the Forsaken. It is recovering from the plague of the Lich King, as new undead are forcibly brainwashed into the new Forsaken regime.
Forsaken Racial Traits
Will of the Forsaken
The Forsaken can shake off any charm, fear and sleep effects at will.
The Forsaken have a natural resistance to Shadow magic.
One rather grisly means for the Forsaken to replenish their health is by consuming dead bodies.
Touch of the Grave
The Forsaken can sometimes drain the life from their enemies and use it to repair their own bodies.
The peaceful tauren known in their own tongue as the shu’halo have long dwelled in Kalimdor, striving to preserve the balance of nature at the behest of their goddess, the Earth Mother. Until recently, the tauren lived as nomads scattered throughout the Barrens, hunting the great kodo beasts native to the arid region.
The tauren race is presumed to be as old as the night elves since both races are said to have awoken during the creation of the world. Much like the elves, they have a strong attunement to nature and the elemental spirits. Thus, their society is largely based on shamanism.
They live to serve nature and maintain the ever delicate balance between the wild things of the land and the restless spirits of the elements.
During the Third War, the mighty tauren chieftain Cairne Bloodhoof had a chance encounter with the orcish Horde that explored Kalimdor. After befriending Warchief Thrall, Cairne and his tribe were able to fend off their enemies while they made a new home in Mulgore; the city of Thunder Bluff.
Starting Zone – Mulgore
The green, verdant plains of Mulgore are home to the noble tauren. Mulgore is nestled in the foothills of the Stonetalon Mountains to the north, and protected by a natural wall of mountains on all sides.
The only pass through these mountains leads into the Southern Barrens to the east. Mulgore is the tauren’s ancestral homeland. Centaur often send raiding parties into Mulgore, and the tauren, now with the help of their Horde allies, beat them back.
Tauren are naturally a nomadic people, and their tent cities are scattered across the landscape and change with the seasons and the weather.
Tauren Racial Traits
Tauren are large, able-bodied warriors and gain a bonus to critical strikes.
Tauren receive a skill bonus to herbalism, and they gather herbs faster than most herbalists.
Their exceptional constitution grants the tauren a bonus to their base health.
Tauren are resistant to Nature magic.
Shaking the ground with a mighty stomp of their hooves, tauren can briefly stun enemies.
The savage trolls of Azeroth are infamous for their cruelty, dark mysticism, and seething hatred for all other races. Yet one exception among the trolls is the Darkspear tribe. Plagued by a history of subservience and exile, this proud tribe was on the brink of extinction when Warchief Thrall and his mighty Horde forces were driven to the trolls’ remote island home in the South Seas during a violent storm.
The Darkspear trolls, led by wise Sen’jin, abandoned their prejudices and bravely fought side by side with the Horde to defeat a group of humans encroaching on their jungle isle. However, the Darkspears were soon driven from the island by a frenzied band of murlocs intent on appeasing a mysterious sea witch. In the frenzy, Sen’jin was slain.
Thrall welcomed the Darkspears into the Horde and gave them a new home along the coastline of Durotar; the Echo Isles. But misfortune struck again; the witch doctor Zalazane betrayed his fellow tribespeople, enslaving them as mindless servants and forcing the Darkspears to fight for their new home.
Following the Horde’s victory against the Lich King in Northrend, Vol’jin allied with the ancestral loa—powerful spirits worshipped by the trolls—and secured victory over the Echo Isles.
Starting Zone – Echo Isles
The Echo Isles are a handful of small islands off the southeastern coast of Durotar and the starting zone of the troll race. In addition to being the home of the Darkspear trolls, the archipelago teems with raptors, tigers, and other dangerous predators.
Having been exiles throughout their history, the Darkspears are prepared to make any sacrifice in order to protect their home. Even now, a new generation of fearless trolls is training on Darkspear Isle, ready to give its lives for the future of the tribe.
Troll Racial Traits
Trolls can launch themselves into a frenzy, and get increased Haste temporarily.
Trolls can launch themselves into a frenzy, and get increased Haste temporarily.
Trolls have a natural healing factor that constantly replenishes their health.
Trolls hunt with a keen awareness and gain additional experience from killing beasts.
Children of the Blood
For nearly 7,000 years, high elven society centered on the sacred Sunwell, a magical fount that was created using a vial of pure arcane energy from the first Well of Eternity. Nourished and strengthened by the Sunwell’s potent energies, the high elves’ enchanted kingdom of Quel’Thalas prospered within the verdant forests north of Lordaeron.
Blood Elf History
The Blood Elves or Sin’dorei , are a race composed of former high elves who renamed themselves in honor of their people who were killed during the siege of Quel’Thalas by the Scourge during the Third War. During the Third War, the high elves were nearly scoured from Azeroth.
Led by the death knight Arthas, a Scourge army stormed into Quel’Thalas, slaughtering almost ninety percent of the kingdom’s population. Arthas then used the mystical Sunwell to resurrect the fallen necromancer Kel’Thuzad, irrevocably tainting the fount in the process.
Fearing that the befouled well would obliterate his dwindling race, Prince Kael’thas Sunstrider gathered a group of Quel’Thalas’s defenders and destroyed the fount to avert catastrophe. Although the high elves were spared from continued exposure to the Sunwell’s dark energies, in the fount’s absence they suffered terribly from withdrawal.
As a result, Kael’thas desperately searched for a means to help his people – whom he had renamed the blood elves – and thus he set out for the shattered world of Outland. There he allied with the renegade demon Illidan Stormrage in the hopes of finding a cure for the blood elves’ crippling withdrawal.
Kael’thas had assured his people that one day he would return to Quel’Thalas and lead them to paradise, yet time revealed that his promises were nothing more than lies. On Outland, the prince became twisted due to his reliance on fel energy, the dark and corrupting essence wielded by the demonic Burning Legion itself. Unbeknownst to Illidan, Kael’thas also came under the sway of the Legion’s commander, Kil’jaeden.
At the bidding of his new master, the wayward prince eventually returned to Azeroth and seized the site of the Sunwell, hoping to use the fount as a means to usher Kil’jaeden into the world. Ultimately, Kael’thas was slain before his recklessness could bring ruin to Azeroth. In the wake of Kil’jaeden’s defeat, the draenei prophet Velen purified the Sunwell with the Light-infused heart of a fallen naaru, transforming the fount into a source of both holy and arcane energies.
Inspired by the Sunwell’s rebirth, the blood elves have since entered into a shining new era in their ancient race’s history.
Starting Zone – Eversong Woods
Eversong Woods is a reclaimed section of the Blackened Woods (formerly called Eversong Forest during the Second War).
It is the starting zone for the blood elf race, introduced in World of Warcraft’s first expansion set – The Burning Crusade. Eversong is the location of Silvermoon, arguably the largest and oldest surviving capital in the world of Azeroth.
Blood Elf Racial Traits
Blood elves possess a preternatural talent for precision and gain a bonus to their critical strike chance.
Blood elves can disrupt magic, removing one beneficial effect from enemies around them and restoring some of their own resources.
Blood elves are skilled in the mystical arts and receive a skill bonus to enchanting.
Blood elves have a natural resistance to arcane magic spells.
Originally the slaves of jungle trolls on the Isle of Kezan, goblins were forced to mine kaja’mite ore out of the volcanic bowels of Mount Kajaro. The trolls used this potent mineral for their voodoo rituals, but it had an unexpected effect on the slaves who were in constant contact with it: kaja’mite generated new cunning and intelligence in the goblin race.
After the cataclysm reawakened a volcano on their home island, one of the goblins’ Trade princes, Gallywix, realized that there was good money to be made in offering panicked goblins a ticket to safety on his ship, taking their life savings- and then selling them into slavery.
A clever plan, until it (and the ship) fell apart in a naval crossfire between an Alliance fleet and a lone Horde ship. The shipwreck’s survivors washed ashore on the Lost Isles off the coast of Kalimdor, where they discover that the island’s dense jungles harbor many mysteries and more than a few unpleasant surprises.
Reforging old pacts with their one-time allies, the goblins have been welcomed into the Horde with open arms. There, the goblins secured their relations with the horde, and former Warchief and perhaps the most respected Orcish hero Thrall, gave his personal assurance that Azshara would be given to the Bilgewater cartel with a reformed Gallywix as it’s leader.
He followed through on his promise and one by one goblins would flood into Azshara where they would turn it into a technological wonder where the goblins mechanical skills are shown in the environment.
Starting Zone – Kezan
The isle of Kezan is the tropical island homeland of the goblins. It was once inhabited by the trolls. The Undermine is located beneath the island.
Goblins are in charge on the Isle of Kezan, making the whole place a swarming cesspool of corruption, chaos, scheming, and invention. Several cities exist on Kezan, including the nefarious Undermine, the de facto capital of the goblins’ trade empire.
Kezan is a tropical island, and palm trees and other greenery appear in profusion. Kezan’s many ports bustle day and night as merchant ships approach and depart, carrying a wide variety of goods to places of all sorts.
Kezan is a valuable way station between the eastern and western lands, and almost all travelers stop here, whether traveling by ship or gryphon or more esoteric means. The island is the heart of the goblins’ mercantile efforts, pumping trade throughout Azeroth.
Goblin Racial Traits
Goblins can use their (relatively) trusty rocket belts to launch themselves over short distances.
The rocket belt can also launch rockets at an enemy, causing fire damage to the target.
Goblins can access their bank vault from anywhere after earning the help of a trusted friend.
Best Deals Anywhere
Wheeling and dealing is second nature to goblins, and they get discounts from vendors.
Time is Money
Goblins cash in on a bonus to haste.
Better Living Through Chemistry
Goblins have a natural affinity for hazardous materials and receive a bonus to Alchemy.
Horde Allied Races
Descendants of Huln
Highmountain tauren are an allied race affiliated with the Horde. They were introduced with the Battle for Azeroth expansion.
Recruiting The Highmountain Tauren
In order to play as the Highmountain tauren, you must recruit them to your cause. After meeting the requirements below, head to the Orgrimmar embassy to begin your quest.
Achievement: Ain’t No Mountain High Enough
Exalted reputation with the Highmountain Tribe
Charge forward,knocking down your enemies.
Pride of Ironhorn
Increases mining skill and speed.
Reduces damage from incoming attacks.
Waste Not,Want Not
Change to gather additional meat and fish.
Mag’har, also known as Mag’har Orcs are an allied race affiliated with the Horde. They were introduced in Battle for Azeroth.
Recruiting The Mag’har Orcs
Achievement: Champion of the Honorbound
Invokes the powers of your ancestors,granting you their power.
Faster mount speed while outdoors.
Pet health is increased.
Reduces the duration on all Poisons,Diseases,and Curses effects on you.
The Nightborne are an allied race affiliated with the Horde. They were introduced in the Battle for Azeroth expansion.
Recruiting The Nightborne
In order to play as Nightborne characters, you must first recruit them to your cause. After meeting the requirements below, head to the Orgrimmar embassy to begin your quest.
Exalted reputation with the Nightfallen
Increases Inscription skill.
Increases magical damage dealt.
Summon a flying book that acts as a mailbox.
Enchants an area with arcane energy,damaging and snaring nearby enemies.
Reduces arcane damage taken.
Masters of Spirits
Zandalari trolls are an allied race affiliated with the Horde. This playable race was released with Patch 8.1.5 of the Battle for Azeroth expansion.
Recruiting The Zandalari Trolls
In order to play as a Zandalari troll, you must first recruit this legendary empire to your cause. After meeting the requirements below, head to the Orgrimmar Embassy to begin your quest.
Achievement: Zandalar Forever!
Achievement: Tides of Vengeance
Exalted reputation with the Zandalari Empire
Embrace of the Loa
Choose your Loa by making an offering at Loa Shrines around the world.Each Loa offers unique powers.
City of Gold
Loot additional coin from monsters.
Concentrate to heal quickly over a short of time.
Can whistle up a Pterrordax to glide you to the ground.