DPS for the Rogue and Hunter: Agility contributes to 50% of the DPS for Rogues and Hunters *and Strength contributes* to the other 50%
Critical Hit for all classes: Agility will enhance the chance to score a critical melee hit for all melee classes (critical spell damage is determined by Intelligence).
DPS for all classes except Rogue & Hunter: Strength will contribute to 100% of the DPS for all classes other than Rogues and Hunters.
Dodge for all classes: Agility will determine a characters chance to dodge an attack.
Fighting with two weapons/off-hand: Your total damage output when fighting with two weapons should be higher than fighting with one weapon and a shield, but roughly equal to fighting with a two-handed weapon. Off-hand attacks deal 50% of the weapon's designated damage. Therefore, it's wise to always put the best "damage dealer" weapon in the main hand.
As players become higher level, they will be able to receive experience from a larger range of monsters. At low levels, you may get experience from monsters five levels lower than you, while at level 60 you will gain experience from monsters 12 levels lower. A gray level color indicates that you will not get experience.
Level Cap
The level cap for World of Warcraft is 60.
Language
Each race has a language they speak. Horde players are unable to communicate with Alliance players and vice versa except through emotes.
Skill System
The focus of the skill system is to allow characters the ability to choose secondary skills. As such, attributes are raised automatically when a character levels.
Talents System
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Talents give you another way to customize your character and differentiate yourself from other players of the same class. Players can open the talent interface by pressing the "Talents" button, which resides next to the "Spellbook and Abilities" button, or by pressing the "N" default hotkey. Talents become available at level 10. |
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In Azeroth, players will encounter many different factions throughout the world. By completing certain quests or killing certain creatures, players are able to gain favor with some of these factions. Gaining reputation with certain factions allows players to purchase items or undertake quests that are unavailable to other players.
Players can check their reputation with other factions by pressing "U" on the keyboard. How can I change my reputation?
- Complete certain quests
- Kill certain monsters
Factions
- The Horde and Alliance are each considered a team, and the four races comprising each team are considered factions. The four starting racial factions for each team are displayed under the appropriate team's header.
- The factions of the opposing team are always at the lowest reputation level of Hated, and are always locked in the "At War" state.
- Players have a bonus to their starting reputation with their own race's faction.
- Undead Forsaken players have lower-than-normal starting reputation with their team's Troll, Tauren, and Orc factions.
- Troll, Tauren, and Orc players have lower than normal starting reputation with their team's Forsaken faction.
- You cannot declare war on any of your own team's factions.
Other Information
- The "At War" check box allows you to attack members of a faction if they are not hostile toward you. Check that box and you can now attack them.
- You get a 10% discount at high reputation for buying items, item repair, training costs, and taxi flights.
- All members of both the Horde and Alliance are reporting low stockpiles of various textile resources! Donations of cloth are now being accepted in the following locations: Darnassus, Stormwind, and Ironforge for the Alliance; Orgrimmar, Undercity, and Thunder Bluff for the Horde. Seek out an official Cloth Quartermaster for more information. You can use these quests to increase your reputation with various major factions to allow you to ride mounts of another race.
- There is a spell effect when you increase your reputation to a new level.
- The Reputation tab displays on mouseover exactly how many reputation points you need to attain the next reputation level with that faction.
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When hit by a spell, you have two chances to resist the spell. The first chance is based on your level. If you are much higher level than the attacking caster, you will have a significant chance to resist the caster's spell, but if you are much lower level, you will have a minimal chance to resist the spell (minimum of 1%). If you make this resistance chance, you are completely unaffected by the spell.
The second chance to resist is based on your resistance score and the level of the caster. The higher your resistance score in relation to the level of the attacking caster, the higher your average resistance percentage, up to a maximum of 75%. Against most spells, this resistance percentage is the straight % chance to completely resist the spell. Against direct-damage spells (spells that deliver their full damage upon impact, such as Fireball, Mind Blast, and Earth Shock), this resistance is the percentage of damage you will resist on average.
When you are hit by a direct-damage spell, you have a chance to resist 100%, 75%, 50%, 25%, or 0% of the spell's damage, depending on your resistance score in relation to the level of the attacking caster. Your average percentage of damage resisted is the weighted average of your resistance percentages for each level of damage resistance (100%, 75%, 50%, 25%, and 0%). Using, as an example, a fire resistance score of 250 vs. a level-50 mage's fire spell, you would on average resist roughly 75% of the damage of that spell (as can be deduced by calculating the weighted average for the corresponding column in the example table below). To further the example, if you had fire resistance of 100, you would, on average, resist roughly 30% of the spell's damage.
Long ago, before the First War, the warlock Gul'dan exiled a clan of orcs called the Frostwolves to a hidden valley deep in the heart of the Alterac Mountains. It is here in the valley's southern reaches that the Frostwolves eked out a living until the coming of Thrall.
After Thrall's triumphant uniting of the clans, the Frostwolves, now led by the Orc Shaman Drek'Thar, chose to remain in the valley they had for so long called their home. In recent times, however, the relative peace of the Frostwolves has been challenged by the arrival of the Dwarven Stormpike Expedition.
The Stormpikes have set up residence in the valley to search for natural resources and ancient relics. Despite their intentions, the Dwarven presence has sparked heated conflict with the Frostwolf Orcs to the south, who have vowed to drive the interlopers from their lands.
Arathi Basin, located in Arathi Highlands, is a fast and exciting Battleground. The Basin itself is rich with resources and coveted by both the Horde and the Alliance. The Forsaken Defilers and the League of Arathor have arrived at Arathi Basin to wage war over these natural resources and claim them on behalf of their respective sides.
The League of Arathor seek to reclaim lost lands for their benefactors in Stormwind, while the Defilers - elite troopers under the watchful eye of Varimathas - seek to sever the vital connection between the Humans and their Dwarven allies to the south.
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