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World of Warcraft Player Guide
WOW Alliance Guide
WOW Burning Crusade Guide
WOW Druid Guide
WOW Engineering and Mining Guide
WOW Gold Guide
WOW Guide
WOW Hunter Guide
WOW Insider Guide
WOW Mage Guide
WOW Paladin Guide
WOW Priest Guide
WOW Professional Guide
WOW Professional Guild Management Guide
WOW PvP Guide
WOW Raiding Guide
WOW Rogue Guide
WOW Shaman Guide
WOW Warlock Guide
WOW Warrior Guide
2.Races-2.1Alliance

2.1.1 Dwarf
Dwarves are good and stout members of the alliance. Their high stamina benefits nearly
any class. Dwarves make very good Rogues due to their find treasure ability (some
treasures in instances are well tucked away) and their stamina rating helps boost those
much needed hitpoints. Though there is a lack of agility, leveling and items can make up
for that.
Dwarves start out in the same area as gnomes, so more questers pass through Dwarven
lands than anywhere else. Dwarven Hunters prefer to use guns instead of bows, which
is very good because of their gun specialization racial talent.
Dwarves are best off as leather/cloth wearers so their racial ability is active above
others. Heavy-armor wearers tend to keep mineral tracking on for their smithing
tradeskill.
Dwarves make fine heavy-armor wearers however, their stamina and strength can
provide a boost to their statistics.
Starting Location: Anvilmar (Dun Morough)
Anvilmar is a small outpost recently infested with Wolves, Trolls, and Troggs. Players
won’t be able to leave this area easily until at least level four or five.
Primary City: Loch Modan (Dun Morough)
Classes: Hunter, Paladin, Priest, Rogue, & Warrior
Languages: Common, Dwarven
Primary Traits: Stamina, Spirit
Racial Abilities:
Treasure Finding Best tracking ability for leatherworker rogues. Allows the
tracking of treasure chests on the minimap.
Stoneform Poison, Bleed, and Disease Immunity. 5% armor class
bonus.
Frost Resistance Dwarves live in a cold climate, so they have a better
chance to resist frosty spells. +10 resist to cold effects.
Gun Specialization Dwarves are very good with guns. An excellent ability for
dwarven hunters. Used once in a while by rogues and
warriors for pulling purposes.
Starting Attributes:
Hunter Paladin Priest Rogue Warrior Total
Agility 19 16 16 16 19 86
Intelligence 19 19 21 19 19 97
Spirit 20 20 22 19 19 100
Stamina 24 25 23 25 24 126
Strength 22 24 21 25 23 115
2.1.2 Gnome
The Gnomes of Dun Morough pride themselves on their technological advancements.
As such, they tend to make the best engineers. Their racial traits allow them to boost
their engineering well beyond other classes. Their high agility starting trait allows them
to become good Rogues, but their high intellect allows them to be even better Warlocks
and Mages. Other players will want to go Gnome Warrior for the cuteness factor, more
power to them!
With engineering, Gnome Rogues can concoct bombs to stun and get behind their
targets or create dummy locked chests to up their lock picking skill. Target dummies are
also quite good at getting enemies off your back.
Starting Location: Anvilmar (Dun Morough)
Anvilmar is a small outpost recently infested with Wolves, Trolls, and Troggs. Players
won’t be able to leave this area easily until at least level four or five.
Primary City: Loch Modan (Dun Morough)
Classes: Mage, Rogue, Warlock, & Warrior
Languages: Common, Gnomish
Primary Traits: Agility, Intelligence
Racial Abilities:
Arcane Resistance Increases resistance to arcane magic. A slight bonus for
PvP combat with Mages. +10 Arcane Resistance
Expansive Mind Intellect +5%
Escape Artist Allows gnome to break out of a slow or stop effect. 1
minute cooldown and small casting time.
Technologist Small bonus to engineering talent.
Starting Attributes:
Mage Rogue Warlock Warrior Total
Agility 23 26 23 23 95
Intelligence 26 23 25 23 94
Spirit 22 20 22 20 84
Stamina 19 20 20 21 80
Strength 15 16 15 18 64
2.1.3 Human
Humans are the “jack-of-all-trades” race, though that statement usually follows with,
“master-of-none”. But in the World of Warcraft, any race can be any class, so humans
can shine.
Humans receive a spirit bonus, which means they make good casting classes such as
Priests, Mages, and Warlocks. Higher spirit means less downtime, which is wonderful
for any of these classes.
Sword mastery means that Paladins and Warrior who are human can also enjoy a nice
accuracy bonus, as long as they use swords they are considered one level above what
they currently are.
Humans make decent sword-Rogues as well, just make sure you use a sword!
Starting Location: Northshire (Elwynn Forest)
Northshire is a hold sanctuary now host to some unholy beings. Thieves and Kobalds
now run rampant through the area. Guess whose job it is to clean up the neighborhood?
Primary City: Stormwind (Elwynn Forest)
Classes: Mage, Paladin, Priest, Rogue, Warlock, & Warrior
Languages: Common
Primary Traits: None
Racial Abilities:
Diplomacy +10% faction gain. Gaining faction with certain groups
can get you merchant discounts. Handy.
Human Spirit +5% Spirit gain. Faster health and mana regeneration.
No matter what class you are, this means less
downtime.
Perception Activate to improve your stealth detection radius. 3
minute cooldown. Not very useful in most situations,
put on your second action bar.
Sword Specialization Humans are apt with swords. Humans receive a +5
bonus to swords, making them more accurate.
Starting Attributes:
Mage Paladin Priest Rogue Warlock Warrior Total
Agility 20 20 20 23 20 20 123
Intelligence 23 20 22 20 24 20 129
Spirit 22 21 23 20 22 20 128
Stamina 20 25 20 21 21 22 129
Strength 20 22 20 21 20 23 126
2.1.4 Night Elf
Night Elves are best suited to be Rogues or hunters. Their high agility and racial bonus
allow for the highest dodge % early in the game. Night Elf hunters use only bows as
they feel guns are closer to the ruination of nature.
Night Elves are quite secluded from the other races, it is a good hour long hike to get to
the Dwarf or Human lands. Unless you enjoy dieing several times and look forward to a
very long trip, expect to spend your early-game in the Night-Elf lands of Kalimdor.
Night Elves are the only race in the Alliance that can be Druids. Druids are a diverse
and fun class you may wish to consider.
Starting Location: Aldrassil (Teldrassil)
The corruption of the Burning Legion has begun to infect the unconsecrated tree of
Teldrassil. As a new Night-Elf, it is your job to quash this corruption.
Primary City: Darnassus (Teldrassil)
Classes: Druid, Hunter, Priest, Rogue, & Warrior
Languages: Common, Darnassian
Primary Traits: Agility
Racial Abilities:
Nature Resistance +10 Resistance to all nature spells. A small bonus, fairly
useless.
Quickness Dodge +2%. This is one of the most useful passive
abilities of all the races. Using this you have a 2%
chance of taking no damage at all!
Shadowmeld Though not the most useful activated ability, Shadowmeld
may get you out of a bind at some point in gameplay.
The fun factor of vanishing in front of your friends is its
biggest benefit.
Wisp Spirit Do you suck? This is the ability for you. Whenever you
die, instead of becoming a ghost, you become a wisp!
Wisps travel much faster than ghosts, making corpse runs
much, much, easier!
Starting Attributes:
Druid Hunter Priest Rogue Warrior Total
Agility 25 28 25 28 25 131
Intelligence 22 20 22 20 20 124
Spirit 22 21 23 20 20 126
Stamina 19 20 19 20 21 99
Strength 18 17 17 18 20 90


   
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