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Vissanuwat/World of Warcraft
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New Class
Edit
Gladiator
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A gladiator has devoted himself to the mastery of close combat. This single-minded devotion to weaponry and fighting styles makes him much feared by his enemies who cross him, and close allies to those who manage to befriend him. A gladiator prides himself on having equal proficiency over every weapon imaginable. Most also strive to become peerless experts in a weapon of their choice. This chosen weapon weaves and sings in the gladiator's hand, carving a swath through all foes.
Most gladiators come from the ranks of fighters, warriors, or barbarians, who find the discipline and rigors of training a welcome challenge to master. Other classes require much more work to become a true gladiator.
- Avaliable race: All
- Class Abilities
- All-can-wield: Allows gladiator to use all weapons which not wands
- Berserk: Increase attack speed by 100%, 5 minutes cooldown
- Dual Shield: Allows gladiator to Dual-Wield shield and use damage from 50% of sheild armor value
- Talents
Offensive: Does heavy damage to enemy, interrupt caster, kill the tanker, kill everyone who stand in their way, good to damage
Defensive: Defending stronghold, preventing allies to be slayed, interrupt and delay enemies, good to Tank
Strength: Professional in unarmed fighting, resistance to almost magic, good to tank
Geomancer
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A geomancer practices a form of magic known as geomancy. Geomancy is a practice of divination and elemental combat native to several humanoid races of Azeroth. It is similar to shamanism in that disciples of geomancy wield the powers of the earth and a lust of knowledge towards the secrets of the earth’s spirits.
- Avaliable race: All
- Class Abillity
- Empowering: Allow player to duel-wield staff
- Elemental Mastery: Start with 50 of Jewelcrafting profession
- Talents
- Elemental: Use element power from the elemental, good for delay and DPS enemy
- Element Reconstruction: Use element power to heal the wounded allies, good to heal
- Chaostic: Drain chaostic power from the elemental, and cast the heavy spell, deal heavy damage and drain alot of mana, good to DPS enemy
Demon Hunter
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Demon Hunters are dark, shadowy former warriors who are shunned by greater society. They made a pact, long ago, to fight against the forces of chaos using its own terrible powers against it. These mysterious warriors ritually blind themselves so that they develop 'spectral sight' that enables them to see demons and undead with greater clarity. They wield demonically charged warblades in battle and even call upon demonic energies to augment their formidable combat skills. Although they are counted as some of the mightiest warriors within the night elves' society, the demon hunters are always maligned and misunderstood for making their selfless pact with darkness. Though many among the night elves and the Alliance fear the demon hunters and their pact with darkness, all know that demon hunters and their demonically-charged warblades have played an important part in combating what remains of the Burning Legion
- Avaliable race: Human, Night elf, Dwarf, Worgen, High Elf, Orc, Undead, Blood elf, Troll, Goblin, Tol'vir
- Class Abillity
- Spectral Eyes: Blind your eyes, and switch to Spectral Eyes, Increase chance to dodge and critical strike by 80% for 20 seconds, 10 minutes cooldown
- Talents
- Demonology: Use Demonic powers against your enemies, does heavy damage, but need casting time and far range, good to be ranged DPS
- Arms: Does medium damage to enemies, has alot of Warrior's skills, use rage like warriors, nice to against Warrior, Paladin, good to Tank
- Swift: Can Stealth, Sprint and Sap like rogues, nice to use for slaying weaker enemies like priest, warlock, shaman and mage, good to DPS
New Races
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Both
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Satyrs
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Unlike most Highborne who aided the Legion simply to gain access to more magic, those who would become satyr embraced demonic power for its own sake and swore their allegiance to Xavius, the first satyr. Xavius had been corrupted by Sargeras himself and had the power to turn other willing night elves into satyr.
These former elves were taken by the demons and twisted into shapes that more accurately reflected their nature. In place of their former sinewy elven bodies, they now possessed massive hairy forms, standing upwards of 9 feet tall. Their hands became claws, their feet replaced by cloven hooves and horns sprouted from their head. Even after the destruction of the Well of Eternity, the satyr continued to serve the Legion, working to corrupt the land and pave the way for a second invasion. During the Third War, the satyr fought with the Legion and the Scourge against the Horde and the Alliance.
Long later, Xavius has choose to join the Old Gods, because the downfall of the Legion and the whispering of N'zoth, led his people to begin the corrupting of the Emerald Dream. By Xavius' betrayal, his son, Prince Xavalis has led alot of demon from twisting nether to battle against his father and conquering the Emerald Dream, allowing Burning Legion to enter Azeroth eazily. During the civil war in the Nightmare, the group of satyrs has splited from the battle, allied with Green Dragons, for the powers which they could get after Xavius and Xavalis are defeated. With Emerald Dream under siege by enemy, The Green Dragons decided to allied with the satyrs. Not long, with they fear another will steal the power with they could get, they has splited out of themself, as a two faction, The Darkstrider and Jadereaver.
- Classes: Warrior, Priest, Rogue Hunter, Mage, Warlock, Geomancer, Gladiator, Demon Hunter,
- Mount: Felwalker
- Starting Zone: Nightmare Citadel , The Twilight Nightmare
- Racial Capital: None, only their district in The Emerald Temple, Darkstrider Enclave and Jadereaver Hall
- Language: Eredun, Thalassian, Darnassian
- Racial Leader: General Zekgerat Darkstrider, Legionnaire Kalarnard Jadereaver
- Racial Abilities
- Demonic Strike active: Does 100% of your weapon damage to all enemies around you in 70 yards, also stun them, 5 minutes cooldown.
- Sargeras' Gift passive: Increase resistance to shadow damage by 20.
Alliance
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Furbolgs
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After the Battle for Mount Hyjal, the furbolgs of Barkskin Tribe had went back to their home beneath Mount Hyjal, Barrow Deeps and live in peace. Many Years Later, the Horde under command of the warchief Garrosh Hellscream has founded the tunnel which digged from Barrow Deeps to Ashenvale, the exploration has beginned. Garrosh's explorer led by Wild-Traveler Thak'sin had founded alot of resources in Barrow Deeps. To defense their home from crazed digging which led to the collapse of Barrow Deeps. the Night Elves has come helped furbolgs against the Horde, High-Shaman Zoogar Strongclaw spiritual and tribe leader of Barkskin Tribe has decided to join the Alliance, to save their beloved home from the Hordes
- Classes: Warrior, Shaman, Hunter, Mage, Priest, Warlock, Druid, Geomancer, Gladiator, Death Knight, Monk
- Mount: None
- Starting Zone: Whiteclaw Village, Barrow Deeps
- Racial Capital: Barkskin Stronghold, Barrow Deeps
- Language: Ursine
- Racial Leader:High-Shaman Zoogar Strongclaw
- Racial Abilities
- Wildstrider passive: Increase discovering experience by 10%.
- War Stomp active: Stun nearby enemies for 10 seconds, 3 minutes cooldown.
- Roar active: Increase nearby friendly character or npc's stats for 10%, 5 minutes cooldown. Last 15 seconds.
- Tanking Mastery passive: Increases armor by 15%.
- Running Wild active:Drop to all fours to run as fast as a wild animal. Provides a speed increase equivalent to a ground mount, 1.5 sec cooldown.
High Elves
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After the Third War, many of the high elves has been killed, almost survivors gone blood elves and joined Kael'thas, but some survivors aren't join Kael'thas' forces, they head themself to the city of Thalassus, located on the Isle of Quel'Ithil, which untouched by thrid war, led by Prince Eldin Sunstrider, Kael'thas' younger brother.
However the High Elves of Quel'ithil are doesn't reach outside world until the Shattering beginned, so Cataclysm make the Stratholme Bay rise up, Destroy the peak which seperated Eastern Plagueland from Northeron that allowed the scourge to overwhelm Northeron and Isle of Quel'Ithil
With their territories now are under overwhelming, Vereesa Windrunner has invited the high elves of Quel'Ithil to join the Alliance, so the High Elves are quickly join.
Later Lor'themar Theron has a secet meeting with Eldin, they are conferring about reunite Quel'Thalas, but they can't, because Blood Elves' presence to the Horde and High Elves' present to the Alliance, so they both are don't wan't to betray their own faction, With no choice Lor'themar Theron and Prince Eldin has signed the Elves' Non-Agressive Pact in Eversong Woods and Ghostlands (E-NAPEG) with prevent the high elves and blood elves from battle against their own brethren.
- Classes: Warrior, Rogue, Paladin, Hunter, Mage, Priest, Warlock, Death Knight, Geomancer, Gladiator, Demon Hunter, Druid, Monk
- Mount: Thalassian steed
- Starting Zone: Anasterian Village, located on Isle of Quel'Ithil
- Racial Capital: Thalassus, located on Isle of Quel'Ithil
- Language: Thalassian (High Dialect)
- Racial Leader:Prince Eldin Sunstrider
- Racial Abilities
- Arcane Mastery passive: High Elves are more resistant to Arcane Magics.
- Silvermoon Ancestry passive: High Elves are better at using Bows than most other races.
- Highborne Effect passive: High Elves non-magical attacks may cause additional Arcane damage.
- Advanced Literature passive: High Elves start with a better inscription skill than other races.
Horde
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Tol'vir
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The Tol'vir tribe of Kamun is stood in defiance of Deathwing, refusing to side with him. As a result, Deathwing sent Neferset Tol'vir And Al'akir to teach them a lesson and use their city as a means of warning others that might consider doing the same. Al'Akir's air revenants brought a sandstorm upon the city so severe that most of the structures are buried under sands, While Neferset Tol'vir lay siege on the town, slay everyone in sight, like nearby Tol'vir city, Orsis. Prince Amateph has led remain survivors to the northeastern of Uldum, where they meet Horde Tauren adventurers. With no choice, Prince Amateph had decided to join the Horde, Establish their new home in Thunder Bluff, alongside the tauren.
- Classes: Warrior, Rogue, Paladin, Hunter, Mage, Priest, Gladiator, Druid
- Mount: Camel
- Starting Zone: City of Kamun, Uldum
- Racial Capital: Kamun (formerly), Thunder Bluff (presumed)
- Language: Tol'Vir
- Racial Leader:Prince Amateph , Pharaoh Tutankemun(formerly)
- Racial Abilities
- I have legs more than you! passive: Increase running speed by 30%.
- Two-Hand Weapons Mastery passive: Tol'vir are better at using two-hands weapon than most other races.
- Sunblessing active: Heal yourself for 50% of your health, cooldown 30 minutes.
Ogre
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After the Siege of Orgrimmar, Rexxar has choosed to be new leader of the Horde. So, Mok'nathals and Stonemaul orges whom fight alongside the Horde during the siege, Has been establish their new home on Durotar, Then, The ogres are become an official races of the Horde by implication.
- Type: Mok'Nathal, Normally Ogre and two-headed
- Classes: Warrior, Warlock, Shaman, Hunter, Mage, Priest, Geomancer, Gladiator, Death Knight
- Mount: Durotar Talbuk
- Starting Zone: Valley of Trials , Durotar
- Racial Capitals: Stonemaul Hold and Orgrimmar
- Language: Orcish
- Racial Leader:Rexxar
- Racial Abilities
- Giantly/ As half-breed (mok'nathal) passive: Increase damage, health and armor by 5%.
- Gold Crush passive: Ogres will start with a better mining skill than other races
- Mace Specialize: Increase damage when you equipped mace by 15%
New Faction
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Woodstrider
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A groups of the High and Blood Elf druids which seeked to heal the forests in Ghostlands and Northeron which got corrupted by the Scourge. With their presence, The High elves and the Blood elves are seeked to learn the ways of druid from them
Remnants of Lordaeron
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Led by Princess Calia Menethil, the group of the survivors of Lordaeron has gathered some people of Scarlet Crusade, Theramore, ruined Kul Tiras and Lordaeron people in Stormwind to reclaim their own lands from the Forsaken
Their capital is Tyr's Hand
Jadereaver
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Led by Legionnaire Kalarnard Jadereaver, former assistant of Xavius. Jadereaver are presence of satyrs to Alliance, they are opposite to the Darkstrider
Darkstrider
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Led by General Zekgerat Darkstrider, former Headquarter of Xavius, Darkstrider are presence of satyrs to Alliance, they are opposite to the Jadereaver
Wardens
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Remaining survivors of the night elf followers of Maiev Shadowsong led by High Lieutenant Naisha
Stormreaver Clan
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Survivors of Stormreaver Clan, followers of Gul'dan, reunited after Drak'Thul helped The Izal-shurah invades Tomb of Sargeras, led by Drak'Thul
Izal-shurah
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Groups of Night elf, High Elf, Orc and Highbourne that united themself to stop the Burning Legion from release Sargeras from His Tomb and destroy Azeroth
They capital is Ruins of Izal-shurah
New Zones & Continent
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Eastern Kingdoms
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Isle of Quel'Ithil (1-10)
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- High elves starting zones
- Territory: Alliance
- Capital / Major Settlements: Thalassus
- Battleground: Elrendar Isle (Isle of Conquest style)
Northeron (20-35)
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- Territory: Contested
- Capital / Major Settlements: Dawnstrider harbor (Halaa style PvP zone), Hearthglen harbor(Alliance), Duskstrider Spire(Horde)
- Battleground: Dawnstrider Highlands (Arathi Basin style)
- Dungeons & Raid
- Stratholme Sewers (60-70) 25-man raid
- Last Light Chapel (50-60) 5-man dungeon
Amani Forest (10-15)
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- Territory: Contested
- Capital / Major Settlements: Tyr's Reach (Alliance), Miranaar Isle (Horde)
- Dungeons & Raid
- Shrine of Ula'tek (85-90) 25-man raid
- Zul'Aman (85) 5-man dungeon, revamped
Kul Tiras (90-93)
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- Territory: Contested
- Capital / Major Settlements: Proudmoore harbor (Alliance), Forsaken necropolis of Sylvanaar (Horde)
- Dungeons & Raid
- Boralus Keep (89-91) 25-man raid
- Boralus Prison (90-91) 5-man dungeon
Kalimdor
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Barrow Deeps (1-25)
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- Furbolg starting zones+
- Territory: Contested, Alliance (Display when in Barkskin Hold)
- Capital / Major Settlements: Barkskin Hold (Alliance), Hore Mining Camp (Horde)
- Battleground: Stranglemaw tunnel (Capture the flag)
- Dungeons & Raid
- Zhexian's lair (85-90) 25-man raid
Maelstrom Continent
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The Broken Isles (90-95)
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- Territory: Contested
- Capital / Major Settlements: Ruins of Izal-Shurah (Sanctuary), Drak'thul Village (Horde), Warden's Point (Alliance)
- Battleground: Suramar Catacombs
- Dungeons & Raid
- Tomb of Sargeras (95-100) 40-man raid
- Temple of Suramar (90-95) 25-man raid
- Abyssal ridge (90-95) 5-man dungeon
- Stormreaver Cavern (90-95) 5-man dungeon
Kezan
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- Territory: Contested
- Capital / Major Settlements: The Undermine (Sanctuary), Bligewater District (Horde, located in The Undermine), Goldreaver Keep (Alliance, located in The Undermine)
- Battleground: Kajaro Summit
- Arena: Undermine Arena
- Dungeons & Raid
- Kajaro Depths (95-100)
- Kajaro Canverns 5-man dungeon
- Twillight Forgeworks 5-man dungeon
- Molten Depths 25-man raid
- Kajaro Depths (95-100)
Zandalar
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- Territory: Contested
- Capital / Major Settlements: Darkspear Front (Horde), Blackpearl (Alliance)
- Arena: Pit of Strife
- Dungeons & Raid
- Zuldazar (92-97) 25-man raid
The Emerald Dream
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The Verdant Field 95-97
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- Territory: Contested
- Capital / Major Settlements: Hellscream Basecamp (Horde), Shrine of Azune (Alliance)
- Battleground: Emerald Basin
- Dungeons & Raids
- Devouring Breach (95-100) 25-man raid
- Noxious Basin (96-97) 5-man dungeon
Hiedrassil Summit
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- Territory: Contested
- Capital / Major Settlements: the Emerald Temple (sanctuary)
- Dungeons & Raids
- Nightmare Necropolis (98-100) 40-man raid
- Hiedrassil Depths (96-100) 5-man dungeon
Emerald Forest
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- Territory: Contested
- Capital / Major Settlements: Orgar Lumbercamp (horde), Cenarius Front (alliance)
- Battleground: Nathrazill
The Burning Nightmare
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- Territory: Contested
- Capital / Major Settlements: the Eastern Emerald Front (sanctuary)
- Dungeons & Raids
- Burning Citadel (98-100)
- Hall of Chaos 5-man dungeon
- The Burning Citadel 40-man raid
- Twisting Keep 25-man raid
- Burning Citadel (98-100)
The Twilight Nightmare
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- Territory: Contested
- Capital / Major Settlements: the Western Emerald Front (sanctuary)
- Dungeons & Raids
- Nightmare Citadel (98-100)
- Varo'then's Lair 25-man raid
- Hall of corruption 5-man dungeon
- The Nightmare Citadel 40-man raid
- Nightmare Citadel (98-100)
World Changes
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- Tyr's Hand is now reclaimed by Remnants of Lordaeron, And will become Alliance quests hub in Eastern Plaguelands
- Gilneas City and its peninsula now reclaimed by the Alliance and become Alliance Territory, Worgen Players will continue leveling in this zone from 12-20
- Gilneas City is now repaired and also have the vendor, trainer and innkeeper
- Pyrewood village become contested , western of village will be owned by the Horde and the eastern of village will be claimed by the Alliance
- Fenris Isle will be claimed by Remnants of Lordaeron, which be a sign of the sieging of the Undercity
- Bligewater Harbour now accepted as a Bligewater goblin's capital, vendor innkeeper and trainer are added
- Ghostlands, Eversong Woods, Isle of Quel'Danas, Azuremist Isle and Bloodmist Isle are merged to the old world
- High and Blood Elves now not allowed to fight in Ghostlands and Eversong Woods (Don't count Silvermoon city)
- Thalassian Keep has been build of the shore of Ghostlands
- Tranquillien will become more fortified
- Deatholme now become like Andorhal, under attack from Alliance and Horde
- Sunsail Anchorage will be reclaimed. The ship route from Northeron will be available there