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Racial Traits
War Stomp: One of the more useful activated racial abilities, Taurens are able to stun any enemy within melee range (five yards) for two seconds with War Stomp. Although two seconds won’t be a deal breaker in most melee situations, you can use it to interrupt spellcasting, or to start a quick retreat when you’ve become overwhelmed. Note that there is a short casting time, though, so you can’t Stomp while running.
Endurance: Your maximum health is automatically increased by five percent. This is obviously going to be most useful for warriors, but any class can make some use of it.
Cultivation: All Tauren get +15 to their Herbalism skills. This will let you grab Snakeroot as soon as you pick up the Herbalism skill, and will let you bypass the skilling caps even before you find a new skill trainer.
Nature Resistance: Automatic +10 to your Nature resistance.
Classes Allowed
Tauren are able to choose between the Warrior, Druid, Shaman, and Hunter classes.
Orc
Racial Traits
Blood Fury: When activated, you’ll boost your Strength by 25%, but will cause you to lose around 25% of your health, spread out over the duration of the effect (20 seconds). Obviously this is going to be most useful for classes that need to get up close and personal with their enemies, such as Warriors, but the health drain can be significant if you don’t have a healer around. If you’re planning on using Blood Fury a lot, then you might want to make a macro that gives your party members advance notification.
Hardiness: Hardiness is pretty incredible for a passive ability: all Orcs will automatically get 25% resistance to stun and knockout effects. Although this won’t protect you from roots or snares, there are a whole lot of enemies that will attempt to stun you, so avoiding a quarter of those will undoubtably save your life a few times during your adventuring career.
Command: All Orcish pets get an extra 5% melee damage. This is obviously inconsequential if you’re not a warlock or a hunter, and it’s not even all that great then, except when you reach exceedingly high levels; pets are more often intended to be distractions rather than real damage-dealers. If you use a Succubus a lot, though, or invest a lot of your hunter’s talent points in Beast Mastery, then this might be something you desire.
Axe Specialization: All Orcs get a blanket +5 to their axe skill.
Classes Allowed
Orcs are able to choose between the Warrior, Rogue, Hunter, Warlock, and Shaman classes.
Troll
Racial Traits
Berserking: When you have less than 20% of your life remaining, you can activate Berserking to increase your melee and spellcasting speed by 25% for a short while. This can obviously be useful to activate just before a priest heals you up, or when soloing an even-match mob, but you hopefully won’t be dropping that low on life too often.
Regeneration: If it’s in Dungeons and Dragons, it must be true! Regeneration gets you an extra 10% health regeneration bonus, and lets you regenerate health at 10% of normal speed while in combat. (You normally don’t regen health at all during battle.) This is just plainly useful, as it’ll help you cut your downtime between fights, perhaps without having to resort to eating or first aid.
Beast Slaying: All trolls get a 5% damage bonus when fighting Beast-class enemies. Again, this is pretty useful, as beasts are among the most populous group of enemies in the game, but won’t have a huge effect until you boost your damage up into the hundreds of points-per-attack range.
Throwing Weapons Specialization: Trolls get +5 to their Throwing Weapons skill. This is possibly the least useful passive ability of any race. Although throwing weapons are in the game, there are very few that are actually useful or preferable to a good gun or bow; perhaps they’ll get a little developer attention in the future, but at the moment, nobody’s going to see a Throwing Weapon Specialization and say "Ooh, I’ve got to be a Troll!"
Classes Allowed
Trolls are able to choose between the Shaman, Warrior, Rogue, Hunter, Mage, and Priest.
Undead
Racial Traits
Will of the Undead: When activated, you’ll become immune to fear, charm, and sleep effects for 20 seconds. Although it is an activated ability, this is still tremendously useful, as there are plenty of enemies that will attempt to fear you or sleep you, mostly of the Humanoid variety (or in PVP).
Cannibalize: The Undead are the only race to acquire two activated abilities, with Cannibalize being the second. When activated, you’ll be able to consume a nearby corpse to triple your health regeneration rate for 15 seconds. If you haven’t taken a severe amount of damage, this will probably top out your health bar, thus making it a good way to decrease downtime between fight. Still, though, food serves pretty much the same purpose, so at best, this is essentially just going to save you an inventory slot. It can only be used every three minutes, though, so you won’t be able to constantly cannibalize corpses, no matter how entertaining it is.
Underwater Breathing: Undead PC’s can breath four times as long while underwater as the other races can, due to the whole no-lungs thing. Pretty much every quest that requires you to go underwater will either be timed so that any race can complete it without drowning, though, so this is usually just a party trick. It can come in handy if you’re trying to avoid a PVP foe who’s been dogging you for a while, or if you feel compelled to go searching for clams (which sometimes contain pearls).
Shadow Resistance: Automatic +10 to your Shadow resistance. Comes in pretty handy when fighting priests in PVP.
Classes Allowed
Night Elfs are able to choose between the Warrior, Rogue, Hunter, Priest, and Druid classes.
Racial Traits
Perception: When activated, your character’s stealth detection radius will be increased by ten yards for 20 seconds. Fairly useful when going up against mobs with invisibility or enemy rogues, as you won’t have to wait for them to be right on top of you before they become visible.
The Human Spirit: This gives you a five percent bonus to your spirit. If you plan on making a spirit-heavy mage or priest build, then this is obviously just icing on the cake, but you will need to have a lot of +spirit items on you before you get more than a few points out of this.
Diplomacy: You gain the ability to make quick alliances, which increases your ability to become friendly with the races of your faction by ten percent.
Sword Specialization: You gain +5 to your Sword skill. This can take you beyond the level cap if you use swords fairly often.
Classes Allowed
Humans are able to choose between the Warrior, Paladin, Mage, Priest, Rogue, and Warlock classes.
Dwarves
Racial Traits
Stoneform: You gain immunity to poison, diseases, and bleeding effects for 20 seconds. You’ll also gain a five percent bonus to your AC for the duration of the effect.
Gun Specialization: You gain +5 to your Gun skill. This is obviously going to be most useful if you’re a hunter, and will help compensate for your awful agility score in that case - it’ll be a full nine points lower than a Night Elf hunter’s agility score at level one.
Frost Resistance: You gain an automatic +10 to your Frost Resistance. This probably isn’t as useful as some of the other resistance bonuses, as there aren’t a huge amount of powerful frost-using enemies in the game.
Treasure Finding: When you activate this ability, you’ll be able to spot any nearby treasure chests on the minimap. Although this has to be activated, it will last until you cancel it, essentially making it a passive ability.
Classes Allowed
Dwarves are able to choose between the Warrior, Paladin, Hunter, Priest, and Rogue classes.
Gnomes
Racial Traits
Escape Artist: When activated, you’ll automatically break out of any snare or rooting spell that’s currently affecting you. The short cooldown time on this - one minute - will ensure that Gnomes will probably never be stuck in a root outside of PVP combat, but it does take a second and a half to cast. Note that the Blink spell that Mages gain access is much better than Escape Artist, in that it’s an instant cast, so if you’re a Gnome mage, you’ll probably want to start using that spell when you hit level 20.
Expansive Mind: Automatically increases your intellect by five percent.
Arcane Resistance: You gain an automatic +10 to your Arcane Resistance. This is the school of magic that has no specific element, and isn’t particularly seen often in mobs, which usually favor an elemental form of magic when attacking. In PVP, though, you can expect to see a lot of Arcane Explosions and Arcane Missiles.
Technologist: You gain an automatic +15 bonus to your Engineering skill. Although it may not seem all that large when you consider that you can go up to 300 skill, this should help you craft items that you can actually use, especially during the mid levels.
Classes Allowed
Gnomes are able to choose between the Warrior, Warlock, Mage, and Rogue classes.
Night Elfs
Racial Traits
Shadowmeld: Every Night Elf gains an instinctual ability to hide among the shadows, allowing them to emulate the rogue’s Stealth ability, but only while they’re standing still. Since you become fully visible when you move again, this isn’t hugely useful against mobs, but it can be quite handy in PVP if you’re willing to wait for your opponents to come towards your location. Groups of Night Elves can have a lot of fun by stealthing, then having one player unstealth and lure in an unsuspecting foe to the trap.
Quickness: This passively increases your dodge chance by either one percent or two percent, depending on your source. The in-game display reads one percent, so we’re assuming that that’s the current number.
Wisp Spirit: When you die, you’ll become a wisp, and will travel at 50% increased speed. (Other races get a 25% speed boost when they die.) This is kind of a goofy passive ability, and is mostly useful while soloing in the higher-level zones, where your death runs can sometimes be many minutes long.
Nature Resistance: Automatic +10 to your Nature resistance.
Classes Allowed
Night Elfs are able to choose between the Warrior, Rogue, Hunter, Priest, and Druid classes.
Human
Humans are something of the benchmark race, as they’re fairly average stat-wise. They have the ability to select from more classes than any other Alliance race, though.
Dwarf
This stout race possesses the highest natural strength and stamina of all the Alliance races, undoubtably due to the centuries spent mining and excavating. They do suffer from low agility scores, though.
Gnomes
The much-maligned gnomes are a race that have been exiled from their city of Gnomeregan due to the influx of Troggs and Dark Dwarves, who’ve burst up from even further below the already underground capital and taken it over. As such, the survivors have now banded together with the Dwarves of Ironforge and now devise plans to take back their city from its invaders.Gnomes possess preternatural intellect and agility, but possess less strength and stamina than other races, due to their slight frames.
Night Elf
Although no longer immortal after the fall of the World Tree, the Night Elves still put up barriers between themselves and the other mortal races, even if they do consider themselves to be part of the Alliance against the Horde. This is represented in-game by the fact that the Night Elves’ starting area is located halfway across the world from that of the Humans and Dwarves; it’s quite difficult to make it from Darnassus to either Ironforge or Stormwind, so if you’re planning on creating characters and playing with your friends, you’ll probably want to either all be Night Elves or have no one be one.Statistically speaking, Night Elves gain large bonuses to their agility upon character creation, making them naturally suited for players who want to become rogues or hunters.
Tauren
The Tauren are perhaps the least familiar race in the Warcraft universe, having made their first appearance only in Warcraft III: Reign of Chaos. Regardless, this noble species has made an alliance with the Orcs and the Trolls of the Horde, pledging to defend their common borders against external threats.Tauren receive a large bonus to strength upon character creation, making them ideal warriors, but they’re also the only Horde race that’s able to become druids. They are less agile and intellectual than other races, though.
Orc
Although the Orcs have freed themselves from the blood curse of the Burning Legion, their place in Azeroth is tenuous at best. They’ve situated themselves in a barren land, and are still beset by the Night Elves nearby and the traditional forces of the Alliance across the sea.Orcs are more average in their stat choices than most other races, with only a bonus to strength being out of the ordinary.
Troll
The Trolls of Azeroth are a diverse bunch, as you’ll see when you reach the jungles of Stranglethorn Vale. Although many stick to supersticious barbarism, the Darkspear Tribe has allied themselves with Thrall and the Orcs in their struggle to create a new Horde homeland, and, as such, have created a small village of their own in Durotar, near the Orcish starting area.Trolls are the most agile of the Horde races, making them natural hunters and rogues.
Although the Lich King still plans to turn all of Azeroth into undead minions, the birth of the Forsaken gives all races some kind of ironic hope; although the Forsaken is monstrously evil, and indeed is advancing in its own plans to initiate a new plague of undeath across all the lands, they at least have resisted the enthrallment of the Lich King and act autonomously of his rule, instead following the lead of their queen Sylvanas, a fallen High Elf.Undead characters gain the benefit of higher spirit and intellect than other Horde races, but are somewhat lacking in pure physical strength.