Académique Documents
Professionnel Documents
Culture Documents
17
Progression .................................................................................................. 19
Contents Stormbrew ................................................................................................... 20
CANON .................................................................................................................... 2 DEATH KNIGHTS ................................................................................................ 20
LORE MECHANICS.................................................................................................... 3 Racial Background ..................................................................................... 21
Magical Healing ................................................................................................... 3 Specializations ............................................................................................. 21
Threat Mechanics ................................................................................................ 4 Progression .................................................................................................. 23
Resurrection: The Two Types of Death: .............................................................. 4 PALADINS .......................................................................................................... 24
WARCRAFT MAGIC .................................................................................................. 6 Racial Background ..................................................................................... 24
HOLY LIGHT ......................................................................................................... 7 Specialization .............................................................................................. 25
Elune, the Moon Goddess ............................................................................... 8 Paladin Abilities .......................................................................................... 26
An’she, the Sun ............................................................................................... 8 Progression ................................................................................................. 28
SHADOW MAGIC ................................................................................................. 9 HUNTERS........................................................................................................... 28
ARCANE MAGIC ................................................................................................... 9 Hunter Background .................................................................................... 29
FEL MAGIC ......................................................................................................... 10 Specializations .............................................................................................. 29
LIFE MAGIC ........................................................................................................ 10 Progression .................................................................................................. 31
DEATH MAGIC ................................................................................................... 11 Hunter Pets ................................................................................................... 31
ELEMENTAL MAGIC ........................................................................................... 11 Warlocks ........................................................................................................... 34
LOA & VOODOO MAGIC .................................................................................... 12 Racial Background ..................................................................................... 35
SHARED PROFILES ................................................................................................. 12 Specializations .............................................................................................. 36
CLASS WARFARE .................................................................................................... 12 Progression ................................................................................................... 38
Power extrapolation.......................................................................................... 13 Daemonic Pets .............................................................................................. 38
WARRIORS .................................................................................................... 13 SHAMAN ........................................................................................................... 38
Warrior Background .................................................................................. 14 Racial Backgrounds .................................................................................... 39
Specializations ............................................................................................. 14 Magical Applications.................................................................................... 40
Progression .................................................................................................... 16 Progression ................................................................................................... 45
MONKS .............................................................................................................. 16 DRUID................................................................................................................ 45
Background .................................................................................................. 16 Racial Background......................................................................................... 45
Specializations ............................................................................................... 47 Old Gods & Their Armies .............................................................................. 79
Progression .................................................................................................... 49 The Void ............................................................................................................ 82
Mages ................................................................................................................ 49 Illidan's Forces .................................................................................................. 82
Racial Background ......................................................................................... 50 Zandalar Coalition and Mogu ........................................................................... 83
Progression .................................................................................................... 56 Provincal Threats .............................................................................................. 84
ROGUES ............................................................................................................. 56 LOCALIZED THREATS ......................................................................................... 88
Racial Background ......................................................................................... 56 WARLOCK MINIONS .............................................................................................. 92
Progression .................................................................................................... 59 Felguard/Wrathguard ....................................................................................... 92
PRIESTS .............................................................................................................. 59 Void Walkers ..................................................................................................... 93
Racial Background ......................................................................................... 60 Packs of Imps .................................................................................................... 93
Progression .................................................................................................... 62 Felhound ........................................................................................................... 94
DEMON HUNTER ............................................................................................... 63 Succubus ........................................................................................................... 95
Class Comparison: Alliance and Horde.............................................................. 64 SHIVARRA.......................................................................................................... 95
PROFESSIONS ........................................................................................................ 65 Doomgaurd ....................................................................................................... 96
Herbalism/Alchemy ........................................................................................... 65 Infernals ............................................................................................................ 96
Enchanting ......................................................................................................... 66
Engineering........................................................................................................ 66
Inscription.......................................................................................................... 67 CANON
Jewelcrafting ..................................................................................................... 67
Leatherworking/Skinning/Tailoring................................................................... 67
Mining/Blacksmithing ....................................................................................... 68
ADVENTURERS....................................................................................................... 68
ELEMENTALS ......................................................................................................... 71
PAST OPPONENTS ................................................................................................. 72
COSMIC/PLANETARY THREATS.......................................................................... 72
Burning Legion............................................................................................... 72
THE LEGION & THE AU .................................................................................. 74
Undead Scourge ............................................................................................ 78
There is over 25,000 years’ worth of myth and legend, history and stories within -Positive healing would come
the world of Warcraft, several dozens of novels, statements and confirmations from the druidic, elemental or
made by the many designers that have come and go, and many other sources light based branches of magic,
outside of the game we know and love. The context of this document draws from with certain deities like Elune
a specifically recognized tier of information, where the conflicts of the staggering and Aun’she counting,
mass of known information is cross-referenced with higher, overriding forms of functionally, as Light-based.
lore, in order from most to least… http://wowpedia.org/Lore By calling on these branches a
caster not only heals an ally,
but reinvigorates them as well.
1. Officially licensed lore, from the games, novels, comics, and manga. There is a Druidic and elemental healing
preference on most recently released though the games have precedence when it occurs gradually over time
comes to timelines. (though still effective on the
battlefield) while the healing of
2. Blizzard staff interviews and official statements are considered the utmost of the Light is nigh-instant. An example of which is performed by Anduin below
rule. https://www.youtube.com/watch?v=GM-P-rLCO2I
3. Creators of WOW have explicitly stated that a sizable portion of the game Herbs, alchemy, engineering devices, magical bandages and other tools which
mechanics are not beholden to actual lore and must be treated with caution. At generally don’t have negative connotations can be found here, though these are
the same time is clear that some aspects of gameplay are important from a lore more directly limited by equipment available.
perspective. However, it is useful to use to fill the gaps that are not otherwise -Negative healing comes from the fel, shadow and blood/necromantic branches of
explained in other parts of the lore (such as short stories and novels). magic. All of these invariably have a cost and a requirement. The most powerful of
these branches, the shadow, will heal a target but will cause some level of
4. “Flavor lore”, coming from older, forsaken, or not wholly decolonized lore, residual pain and anguish in doing so. Necromantic and Fel based healing require
mostly composed of the WOW RPG. To use flavor lore, the general rule is that it life siphoned either from the caster or a nearby target, essentially leeching it to
must have existed in other ‘official’ publications or mentions before using its heal another. An example of this can be found in the movie clip below
details to flesh out explanations or examples. Hearthstone, WOW TCG can also https://www.youtube.com/watch?v=eJE3ylWSVKA (3:30)
be put in this category.
Though virtually any practitioner can heal, the efficacy and number healed is
This profile shall incorporate all known information up to the Battle for Azeroth determined by the skill and mastery of the caster. Some wounds are so grievous
expansion, and will canonically be placed in the latter patches of that expansion. only the best healers can repair them (if at all) while most healers could not heal
so many at once like Tyrande and Anduin can.
LORE MECHANICS As for injuries, common infection, one of the biggest killers of ancient times, will
have an almost negligable effect on Azerothians who are wounded but have
access to a healer. Broken bones, cuts, and burns even to vital organs can be
Magical Healing fully restored. Impalement, as long as death doesn’t come too quickly, can be
In lore many Warcraft classes and magic users have the ability to call upon their healed. In one extreme example the Blood Elf faction leader was completely
chosen branch of magic to ally the mechanics of which differ by magic type. I immolated but kept alive by the efforts of six paladins working together while
have split these into two types based on side effects or methods required called, another had Anduin Wrynn breaking nearly every bone in his body before Velen
rather unoriginally, ‘positive’ and ‘negative’ based on the side effects and managed to heal him (though even this wasn’t complete, as it was mentioned that
methodology required. Anduin had and would always have aching pain from the incident). However, the
regeneration of limbs and vital organs (even an eye) seems to unheard of unless
they are biologically capable of it, such as with trolls (though magical healing will Threat Mechanics
speed the process up). Just as in the game, enemies can become distracted by focusing on what they
think is the cause for the greatest deal of damage, spells and actions can raise or
With healing of (often magical) plagues, diseases, corruption and the like it seems lower the perceived threat of certain individuals. Night of the Dragon provides a
like a more difficult task. Comparatively minor diseases would be no issue to heal, good example of this, as a Draenei Priestess lowers her threat level so much she
though death from disease does happen in the lore implying it isn’t as easy as in successfully sneaks past most of the dim-witted guards, even when walking in
the game. Magical curses and diseases can, by definition, be cured with a plain sight of them. Though to a more savvy or intelligent creature, this ability
sufficiently powerful counter-spell so long as sufficient damage hasn’t yet been becomes far more limited and is not foolproof, more likely to affect bestial-minded
dealt (see first paragraph). Corruption too can be cured except for the most creatures of low intellect or discipline.
terrible cases, though it is an ongoing struggle of druid organizations like the
Cenarion Circle to eradicate it from the world. Even very potent diseases that
defy attempts to heal, such as the Scourge zombie disease (which afflicted the Resurrection: The Two Types of Death:
mind, body and soul), was cured after a week of intensive research.
One of the most powerful and contested spells in Warcraft lore is resurrection, or
“She was curled up tightly, protecting herself from—No. Not herself. Mia’s arms,
the various variants between classes, which functionally brings the dead back to
miraculously unbroken, were wrapped around a night elf infant. It was ominously
life. This ability is bitterly contested by Warcraft fans, who point out that if death
still. The coppery stench of far, far too much of his wife’s blood filled his nostrils.
could be reversed so easily than why any fallen figure- from Anduin Lothar or
Her legs were twisted, as if she were a doll that some irate child had broken out of
Orgim Doomhammer- can’t be brought back?
spite. Bone jutted through skin, and there were burn marks—He turned, agonized
and helpless, to Astarii, but the priestess was already murmuring a prayer in her
I think this conundrum can be solved by defining death in two states.
smoke-roughened voice. Light appeared from nowhere, limning her hands. Genn
watched as his sweet Mia’s legs straightened, her bones knitted, her lacerated
The first is cardiac death or the sudden, unexpected cessation of the heart. In this
skin—
state blood stops pumping and bodily organs begin to suffer drastic damage from
Her eyes fluttered open, and the child she held squirmed. Fresh tears, not born of
the lack of circulation. However, the most important organ, the brain, begins to die
smoke, stung Genn’s eyes.
after 4-6 minutes and after that time full recovery is generally impossible (though
“Elune yet hears us,” Astarii said, her face, even here, even now, soft with joy and
exceptions occur, such as frozen environments slowing down the rate of
wonder.” -Elegy
decomposition). Doubtless, the various superhumans of Warcraft would have
In a place where all faction leaders are present and a large portion of their force is
different rules with their heart, and some might be recoverable for longer (or
committed, this group should be well equipped to combat all manner of diseases,
shorter) timeframes than a human. Thus, overall I believe the six minute rule of
corruption, plagues etc., though such attacks can still harm the Alliance or Horde.
resurrection to be roughly accurate in game.
They also make use of magical herbs, alchemy, magically enhanced bandages
and more conventional healing agents.
The ability of a magic user to resurrect someone would depend on their physical
“A stream of silver light…Elune’s light…encompassed the young priestess.
state, the extent of the wounds of the fallen and their power. For example, though
Tyrande radiated as if she were the Moon herself. She felt the glory of the
Anduin could, as a noted embodiment of the light, resurrect potentially dozens or
goddess become a part of her.
hundreds of soldiers at once, however in War Crimes after a long battle and injury
Brox almost pulled away, startled by the wondrous display. To his credit, though,
both he and Tyrande were too exhausted from fighting to heal Jaina Proud
he placed his trust in her, letting her draw his hand as best she could into the
Moore’s wound (Chi-Ji did in his stead).
glow.
And as the moonlight touched his fingers, the burnt flesh healed, the gaps where
The second state is brain death and reviving a figure from that is trickier. Outside
bone showed through regrew, and the horrific injury that Illidan had caused utterly
of death magic, the occasions where a long dead person have been resurrected
vanished.
are extraordinary rare and generally require a ritual. For example, in Natalie
It took but a few scant seconds to complete the task. The orc remained still, eyes
Seline’s case her servants had to preserve her body perfectly for years and then
as wide as a child’s.”- War of the Ancients
send a champion out to the shadowlands to manually find her soul and bring it they are a rarity among the Horde and though Sylvanas has an unknown number
back. of lesser val’kyr she only has four prime val’kyr left(along with an unknown
number of lesser variants). The ability for the Val’kyr to resurrect someone is itself
Other examples include the Lord of the Illidari, whose spirits are bound to the determined by state of decay (or even whether a corpse itself is available), the
Twisting Nether and can return, after a time and Sprit Healers. The Spirit Healers power of a resurrected soul and, likely, the amount of bodies they are forced to
are val'kyr who chose not to join Helya in Helheim after the sealing of the Halls of resurrect at once.
Valor and instead disappeared into the Shadowlands. The few of these val'kyr
who still had nobility in their souls dedicated themselves to watching over the A Valk’yr of the Horde cannot resurrect people into Death Knights, for example,
physical world, and from within the Shadowlands, they would occasionally guide and though they can pretty easily resurrect masses of freshly slain (in terms of
the dead back to the realm of the living. What this means for a campaign hours or days), resurrecting older and more decayed corpses takes more energy
perspective is that very, very rarely (lore wise) an adventurer of some import which probably means more recharge time. In addition, though these Val’kyr can
might spontaneously resurrect. resurrect Sylvanas herself, it requires one of the prime members to sacrifice
herself to do so.
Moreover, this type of resurrection is not always reliable and prone to issues.
Forsaken who have been raised into undeath or "awoken" as the Forsaken call it,
may be terrified, confused, or disoriented by the experience. Part of this stems
from being traumatized by witnessing their own skin and body decaying for the
first time. Other times, it may be because they were raised with some sort of
terrible malady like having only half a brain. Some don't survive the shock, turning
into zombies or ghouls. Others retain just enough humanity to seem normal on the
outside... but they're sick inside.
Moreover, even those that resurrect correctly lose a lot of their original
personalities, a facet acknowledged by the Forsaken themselves. Their ability to
feel positive emotions is dulled, while negative emotions are heightened. Senses,
including the ability to feel pain, are dulled. Personality disorders seem fairly
common and it is said they have both a heightened desire to inflict pain on others
and to eat flesh. While it is not true all Forsaken are sociopaths (indeed, many of
those freed from the Scourge feel terrible guilt and even madness about what they
did as a mindless
Necromancy, referred to as using death magic to bring someone back, is by far zombie), it is clear that
the most infamous means of resurrecting someone who is long dead back to life. many do not view life as a
In BFA it is an important plot point that Derek Proudmoore, brother of Jaina who sacred and freely indulge
died in the second war( almost three decades in the past), is brought back to life in killing.
by the Forsaken to torment the Proudmoore family. However, while any old
necromancer can bring someone back as a mindless skeleton or zombie, it takes While it is possible to
a spectacular amount of power to bring someone back as an independent, lessen these traits
intelligent undead. through embracing the
Holy Light, this is said to
It is an important plot point that really the only groups of individuals reliably come with a significant
capable of such resurrection are the Val’kyr, along with a few spectacularly drawback, in the words of
powerful necromancers like the Lich King. Though common among the Scourge a Blizzard developer, Forsaken who do so “become disgusted with themselves
and are likely to increase attempts at their own self-destruction; for regaining
these senses would force the undead to smell their own rotting flesh, taste the
decay in their mouths and throats, and even feel the maggots burrowing within
their bodies”.
WARCRAFT MAGIC
allows for greater damage done and the front mage being
As a rule magic in Warcraft is high-inclusion, but diluted in capable of more spells before exhaustion..
power. That means that in Warcraft, magic users are while
not common can be comfortably called “uncommon”. Even Historically, this allowed mages in the War of the Ancients
for the low numbers Warcraft generally uses you can clearly to kill dozens of daemons with every single spell. More
see dozens or more in each army, and in game magic users spectacularly a hundred plus mages working together in the
command a respectable presence. The Scourge has many Troll Wars could create massive infernos that gobbled up
magic users, to the point where the reader will find them hundreds or even thousands of troops at once!
interspersed throughout the profile at times, and instead of
all merged in their separate categories. Magically However channeling all energy into one being doesn’t allow
enhanced weapons, armor, items and artifacts, though not for much in the way of free time, and the support mages
common, are nevertheless a feature to be seen on WC doing this will not have time to cast spells on their own.
battlefields with some frequency. They will also exhaust faster, courtesy of pulling their
magical and physical energy into one. Channeling mages
However Warcraft magic is diluted, with many spells only will need to be in close proximity to each other, making
affecting a single person at once, and with most non- them vulnerable to massed attacks.
singular spells affecting a half to a dozen max. Powerful
mages may well affect dozens at a time, with very, very rare Selective Spellcasting: To my surprise I have found
examples of hundreds existing usually only in heroic, instances in Warcraft lore of selective spellcasting-
legendary characters. WC magic users can boost their instances where the spell seems to recognize the intent of
potency slightly via trinkets, enhancement, and “charging the caster and ignores allies to only hurt enemies. This can
up” spells in lore or through power transfusion. “Charging be seen most obviously with the Light, however even
up” refers to the process where the magic user conserves arcane magic can accomplish this when cast by a wizard of
his or her power for a while, abstaining from casting, before sufficient power. Though only the best would have this sort
unleashing a spell that might affect 2-3 times the number it of control.
would affect.
““Belo’vir raised both hands as if cradling a cup and a Rhonin cast his spell.He had hoped to send a withering
swirling ball of fire instantly formed before him. The magi blast at the felbeast in focus, at least wounding it enough for
stationed along the walkway did likewise, creating a battery Brox tofinish the task.What Rhonin achieved instead,
of fiery orbs. Within seconds the flames flattened and however,was far beyond his hopes.An invisible, thundering
spread, connecting to form a ribbon of fire across the wall’s wall of power that caused the very air to ripple madly
length. materialized before him,then raced like the wind toward his
Belo’vir and the magi dropped their hands, and the flames objective. It spread as it moved, covering in the blink of an
unrolled down the wall like a massive blazing tapestry, eye the entire expanse of the glade.
incinerating the entirety of the undead army’s front line. “- Through Brox and the night elf it passed without even the
Blood of the Highborne slightest hint of acknowledgment, but for the three savage
demons in its path the fury that Rhonin had unleashed gave
no quarter. The felbeasts had no time to react, no time to
bring their hungry tentacles into play. They were as gnats in
a raging fire..- War of the Ancients: Well of Eternity
Warcraft Cosmology
Unlike most forms of fantasy, Warcraft divides its sources
and uses of magic into several categories that share a loose
sort of lineage and connection dating back from the creation
of the universe.
HOLY LIGHT
Turning to face the entire assembly, the Archbishop
said, “Brothers—you who have gathered here to bear
witness—raise your hands and let the Light illuminate
Power Transfusion refers to the process where a number this man.” Each of the Clerics and knights raised their
of magic users channel their power into one, usually right hands and pointed toward Tirion. To Tirion’s
extremely experienced or skilled, magic user to greatly amazement, their hands began to glow with a soft,
boost his power. golden radiance. He supposed that, in the excitement
of the moment, his eyes were playing tricks on him.
There are some examples of a group of mages channeling
their energy all into one mage, with notable advantages and Yet, as he watched in wonder, the sunlight that poured
disadvantages. For example a simple fireball spell can be in from above began to move slowly across the floor.
charged into one that induces a massive inferno, or a spell As if in response to the assembly’s command, the light
that causes an explosion can see its effect radius multiplied came to rest upon Tirion himself. Partially blinded by
many times. This can be done even if the one mage would
the intense radiance, Tirion felt his body warmed and
not normally have the skill to attempt such a spell. This
energized by its holy power. Every fiber of his being
was ignited by divine fire. He could sense life-giving prominent against the Undead and Demons, the Light can
energies flowing through his limbs, energies enough to be used to hurt anyone.
heal any wound or cure any disease. He mused that However in one of the oddest contradictions of Warcraft
these energies were enough to burn even the souls of lore, Forsaken priests (Undead
the accursed denizens of the shadow. Despite himself, corpses with free will and
he shuddered involuntarily. — Of personality) can utilize the
Blood and Honor, page 9-10 Light as a weapon through
pure faith and belief. That said,
it apparently hurts like hell for
them to do whereas the Light
In the beginning, there was Light, the first element of has been described as a
creation. Before life began and before even the universe "warm feeling" for still-living
existed, there was only the practitioners.
Light. The Light existed as
a boundless sea of living
energy, swelling across all
of existence, unfettered by Elune, the Moon Goddess
time and space.
Elune is the moon
The Holy Light in its purest goddess, creator of the
form is not a deity or sentient nor comes from any such. Night Elves and
However, embodiments of it do exist. The most famous of supposedly the larger of
these is the Nauru, giant crystals that travels throughout the Azeroth's two moons. In
universe encouraging mortals to worship the Light. The contrast to the asexual
accessing of the Light works through repeated, fervent aspect of the Light, she
prayers and rituals (which are simple and quick enough strongly appeals to a
even to do in the middle of a battlefield), as well as known feminine form, to the point
loyalty or faith towards what is appealed to. But most of all where most of Elune's
its based upon willpower, and there is little that one with a greatest worshipers are
high amount of willpower can't do. female as it is believed only
they can fully understand
The Draenei are the most prolific light-based culture, having her. Like the Church of the
built their society around it that has a tradition dating back Holy Light, there now
25,000 years. Many species in Azeroth such as the Dwarfs, appears to be an organized
Gnomes (some), Worgen, Humans, The High/Blood Elves center of Elune worship based upon the Temple of the
and even some Forsaken follow the Church of the Holy moon at Darnassus, with Tyrande Whisperwind being the
Light, or some derivative of it (the Blood Elves owe no fealty head of such order. Also like the Light, her belief system is
to the Stormwind-based organization) shown to be fairly benevolent and emphasize love and
tolerance for all creatures of Azeroth. That said she is also a
warrior-goddess who encourages her chief adherents (the
Followers of the Church Sisterhood of Elune) to master military aspects in order to
of the Holy Light have a help fight off evil.
core of three virtues:
respect (understanding of Her aid shares similar traits to the Light, though magic
the interconnected nature through Elune is more combat based. Though the
of the self and the priestesses of Elune are known for their healing and
universe), tenacity protection spells they also can call for Elune in combat,
(determination and sending down large solid globes of pure moonlight to smite
doggedness to overcome foes. Thanks to Elune’s extended history in dealing with
resistance when one corruption, her highest-ranking worshippers can fend off the
attempts to make things worst of corruption. They can purge and clean away the
better), and compassion filth, but those who succumb fully can be destroyed utterly.
(learning how to lead Some speculate (notably in the novels) that Elune can
others to an match the combined powers of the Warcraft Old Gods blow-
understanding of the for-blow.
connection between the
self and the cosmos).
An’she, the Sun
The Light as a source of magic primarily offers healing and
protection spells, both physical and to be used against
corruption. It can also be used offensively, blasts of energy
that can blind the eyes and sear the soul. While it is
sometimes known, the shadow. While wielding the Light
requires faith in the element wielding the void requires both
its touch (which isn’t hard to find in Azeroth) and the
willpower to resist its maddening whispers.
Arguably, the Light and Shadow are the two most powerful
sources of magic in Warcraft. With the Light one can bring
back the dead, heal allies, see the probable future, cast
powerful spells of protection, smite foes (bonus if the foe is
unholy), and boost morale and more. Meanwhile, the
shadow can also resurrect the dead (though differently), sap
From Tauren Mythos “The Earthmother's eyes shone down away life, see all possible futures (which the user will then
upon the lands she had breathed into creation. Her right have to sort through), invoke despair or even madness.
eye, An'she (the sun), gave warmth and light to the land.
Her left eye, Mu'sha (the moon), gave peace and sleep to Whereas Light was associated with life, healing, protection,
the stirring creatures of the dawning. Eventually, to better love and other positive emotions the Void came to be
provide for the mortals of the land, these eyes wore torn out associated with undeath, decay, entropy, and negative
and sent across the heavens. “ emotions like panic and despair. In a poetic sense, it can be
said that the emotions which the Light brings about come
The Tauren widely from the "heart," whereas the emotions manipulated by
acknowledge shadow are often based on survival logic, and therefore
Mu’sha as Elune affect the "mind." That said, there are different shades to
and believe her both the Light and Shadow and neither should be thought of
worship is satiated completely evil/order. After all, the Void is a source of free
by the Elves and will while the pure followers of the Light only ever see one
Druids. Thus they path and refuse to accept those that disagree.
worship the Sun to
bring balance to There exists one main religious organization of the Shadow:
the Heavens. In The Cult of the Forgotten Shadow.
terms of powers
they all seem to In the aftermath of the First War, a bishop named Natalie
have the same effect as wielding the holy light. Selene began to explore the Fel magic that the Orc
Neophytes used. Originally seeking to unravel the works of
necromancers to better fight them, she soon grew
fascinated with why these energies existed at all—why she
SHADOW MAGIC saw these energies ebb and flow in the world around her.
She eventually came to the theory that the world can't exist
on just light and dark- there needed to be some sort of
balance between them, a shadow. To Natalie, and to the
practitioners of Shadow magic, the dark energy of the
shadowy arts was just as vital as the practice of the Light—
it was all part and parcel of the balance of reality itself. It is
through Shadow magic that a wide array of diverse effects
can be unleashed, from mind control, life/soul drain, fear, to
simple destruction. Shadow Magic is also more naturally
receptive to the Undead, and can be directed to heal or
even raise the dead.
CLASS WARFARE
Specializations
LOADOUT:
-Tiger Style(Wing Chun): The primary martial arts of the DEFENSE: Pandaren traditional armor is described as
Windwalkers and named after Xuen, the White Tiger, this composed of a quilted silk layer underneath followed by
martial arts style is modeled after Wing Chun. Wing Chun is strip scale metal and a lacquered leather breastplate. If not
based on the concept of using precise, coordinated blows this armor then likely some form of leather, sometimes
and exploiting openings with flurries seen in the move set. magically enchanted. Their agility is also a spectacular
Wing Chun is also very forward-focused, relying on a defense and even with this armor strapped on they are
concept known as 'center line' to prevent the user from ever described as being able to dodge powerful overhand thrusts
over-extending by measuring the distance and angle to an and even being able to leap in the air and stand on an
opponent before committing to an attack. opponent’s sword. Some monks have the ability to call upon
- Serpent Style (Snake Kung Fu): This is a stance inspired their chi to reduce magical damage to themselves or even
by Yu'lon, the Jade Serpent, and it seems to be based on a turn it upon the caster!
myriad of serpent styles in Chinese martial arts. Snake
style is based on whipping or rattling power which travels
up the spine to the fingers, or in the case of the rattler, the
body shakes which travels down the spine to the tip of
the tailbone. The form emphasizes fluidity, grace and
targeting weak points on the enemy such as the groin, joints
and eyes.
ADDITIONAL FACTORS
As a minor weakness, Monks require room to maneuver
to perform many of their more advanced strikes and attacks,
doing better on open ground and not as well in a cramped,
urban environment. All Monk orders are, at current, unified
by the Order of the Broken Temple.
Stormbrew
Role: Death Dealers
During the events of WOW: Legion the Order of the Broken
Max Range: Bow
Temple, seeking a weapon that can help turn back the tide
Preferred Range: Melee
of the Legion, looked deep into Vyrkul legends and
Training: 6-7
discovered rumors of a brew powerful enough to turn
Mobility: Varies
soldiers into living legends. The champion of the monk
order sought out this mysterious brewmaster, Melba, only to
Though the Orc Horde once had corrupted Death Knights in
discover that she had been treacherously slain long ago.
the Second War, the modern Death Knight are former
However her apprentice, Aegria, still lived and struck a deal
minions of the Undead Scourge, corrupted and controlled
with the Order leader whereupon the Order would help her
by the Lich King, Arthas. Originally comprised mainly of
in a quest for vengeance, as well as gather the necessary
Human and Elven champions the Lich King did not
ingredients, whereupon in return she could brew the drink.
discriminate in terms of fighting capability and would raise
After running rampage through a Vyrkul town, killing
any powerful champion that fell before him or his army.
Melba’s betrayer, heading to the Halls of Valor to collect
There they would be forced to serve him and commit
Odyn’s own cauldron and meet with Melba herself the deed
unspeakable atrocities in his name.
was done. Aegria set to work brewing the mightiest brew
As fate would have it a good percentage of them were Death Knights may endure prejudice among their respective
freed at the battle of Light’s Hope Chapel by the actions of racial factions as a result of their undead status (though
Tirion Fordring. Now free, they quickly formed an probably less so with the Horde) but they nevertheless have
organization, the Death Knights of Archeus, dedicated been formally accepted by both faction leaders. Some, such
solely towards vengeance on the Lich King. This was as Thrassallian and Kolita, are aligned with their partisan
achieved by Fordring himself in the very fortress of the Lich factions however the majority seems to be neutral in the
King. conflict. All Death Knights, regardless of faction orientation,
From the Official site “Frost sharpens their strikes; blood are part of the Ebon Blade which is the original organization
fortifies their bodies; and undeath allows them to erupt in that defected from the Scourge.
unholy rage in the heat of battle. A thousand atrocities are
etched in the eyes of every death knight, and foes who gaze
into them too long will feel the warmth pulled from their
bodies, replaced with cold steel.”
Specializations
Racial Background
The Lich King showed little prejudice in terms of race, only
combat prowess. Any Alliance or Horde main race can be
found within their ranks, though to date there is only one
example of a known Pandaren. Humans and Blood Elves
almost certainly have the highest numbers of Death
Knights, given the destruction of Lordaeron and Quel’thalas
respectively. Only the Allied Races were safe from the Lich
King’s attentions, as many were not even on Azeroth at the
time. Unholy
“While free from the Lich King’s grasp, some death knights
still embody the ever-corrupting nature of the Scourge
plague that once threatened to consume Azeroth. No matter warriors wield dual
their allegiance or cause, they remain defilers of life; and blades to strike with
nowhere is their callousness more on display than when ferocity and inflict
threatened. Inflictors of the most aggressive of diseases— deathly cold upon
and masters of raising unhallowed minions from the anyone who would
ground—these unholy death knights are vicious melee stand against them.
combatants, capable of striking with the force of an undead
legion and unleashing pestilence that would bring their foes Frost Death Knights
to ruin. have a mastery over
ice that surpasses,
"Unholy death knights are vicious melee combatants, somewhat, even the
capable of unleashing pestilence that would bring their foes mages of the Kirin
to ruin" Tor. In lore we have
instances of them freezing their weapons to cause deadly
Unholy Death Knights are natural necromancers. Either by hypothermia with every hit, creating giant ice walls or even
resurrecting from the fresh dead or by pulling souls out of makeshift bridges over small seas. They can freeze their
the shadowlands they can raise undead goons in the form blood and nerves to dampen pain, ‘brain freeze’ enemy
of durable zombie like beings known as ghouls or Skeleton spellcasters (not fatal but incredibly painful and distracting),
warriors, including archers. These reanimated corpses can blind enemies with frost, conjure ice to shackle their legs or
be mindless or sentient as the manga shows. The life force summon a maelstrom of frigid winds that blast. Perhaps the
of these minions can be drained at any time to heal the single most powerful spell is ‘Remorseless Winter’ which
Death Knight. Furthermore they can attempt to take control summons a magical blizzard around the Death Knight that
of other undead, even those bound by the Scourge, drains all warmth from enemies in his immediate vicinity.
depending on the willpower of the Death Knight and the
target. Some Death Knights can also summon BLOOD In undeath, some death knights find a special
Abominations, Valk’yr and Gargoyles. affinity for the blood and bone of the living. They carve into
their enemies, sustaining themselves with deadly sanguine
Unholy Death Knights also use a fair amount of pestilence strikes, while using the bloody, shattered remains of the
based attacks of fast acting diseases designed to gradually dead to fortify their own defenses. These crimson-soaked
ruin the vitality of the target. These include the infliction of knights bend the very rules of mortality to control the
instant festering (septic) wounds with bursting sores, the frontlines of the battlefield.
infliction of fast acting plagues that quickly spread between
enemies and the ability for the infliction of such pestilence to
empower the Death Knight directly. Some Death Knights
will also upgrade their undead minions with highly infectious
attacks. Lastly, they have shadow attacks that drain life
from the enemy such as Death Coil
Frost
Combining martial
prowess with
supernatural cold, frost
death knights leave
their enemies chilled to
the bone—and broken
of the will to fight.
Unlike mages who Blood attack types is defined as the ability to corrupt life
learn to harness frost energy to sustain oneself. It is very much similar to shadow
magic to great effect, damage, and in fact many of its spells or plagues (which in
these death knights are game are low-damaging but persistent type attacks) have
born of it, rime gripping the exact same type of damage as shadow. However
their decaying hearts. sometimes the ability seems to be literal, as Death Knights
These frozen undead have the ability to literally boil the blood of their enemies.
They can manipulate their own blood to increase their
stamina and make them more durable to attacks or even
become immune to any stunning effects. Death Strike shadow energy around them to empower their strikes with
charges the Death Knight’s blade with terrible power that at the element of decay, ‘force pull’ foes in from afar, or even
the same time leeches life from an enemy. temporarily step into the shadowlands, increasing their
speed and allowing them to bypass traps. They can use
Masters of manipulating blood and life force, these death some basic frost spells, such as disrupting an enemy
knights are stronger, faster, possess attacks much more mage’s concentration by giving them a painful brain freeze,
difficult to perform and possess greater stamina than their boost durability by freezing their blood. Each is capable of
counterparts elsewhere. Hell, some of their attacks heal some basic necromancy.
them! They can summon a parasite which gorges on enemy As Death Knights are by their nature the elite of the elite
blood before healing allies. For defense they can summon a (the Lich King has rigorous tests to root out weaklings) the
second rune weapon to fight around them or a wall of bones reverse is going to be true from the other profiles; expect
to serve as a sort of shield. Death Knights to know pretty much everything below.
LOADOUT: The main weapon of the Death Knight is the = ADDITIONAL FACTORS =
rune blade. It is through the rune blade that a Death Knight
can wield his magical powers Some of them, thanks to their long tutelage under the legion
and it can be further modified of the damned, can construct unique devices such as
for magical effects. These scrying stones, “freedom rods” (which, used on a singular
weapons not only have undead character after death, can free the character from
phenomenal ability to bypass an overriding will). Like the Scourge that they originated
armor, they can also leech from Death Knights can use blight to defile the land and
attributes and power to the enemy supplies.
Death Knight wielder. Such
is the attachment of the Death Knights are rather reserved fighters, having
Death Knight to their experienced the full horrors of war during their tenure under
runeblades that they wield it the Lich King. Having vowed never to let that happen again,
in the same way one would a they are among the hardest to mind control, stuns, or
limb, rather than as a tool. ensnare in the Azerothian armies. However, Death Knights
have one major weakness: If death knights do not regularly
Armor: Saronite Plate inflict agony upon another creature, they begin to suffer
Armor: See “Materials” wracking pains that could drive them into a mindless, blood-
supplement section for how seeking hysteria. Thus they must always fight.
powerful saronite is.
Furthermore the Death ==THE LICH KING CONNECTION==
Knight is undead, meaning an inherent resistance to both As of Legion the Death Knights of the Ebon Blade have
injury and attacks on its life (as well as Holy spells being formed an alliance with the new Lich King of the Scourge,
more effective on the DK), in fact allowing them to survive Bolvar. Recognizing that Bolvar is nowhere near as
wounds that would kill other mortals. They are immune to malevolent as Arthas was the Ebon Blade reached an
any and all fear effects and highly resistant to pain. agreement; the Lich King would confine his armies to
Northrend if the Ebon Blade would serve as his instruments
Death knights are one of the few classes with explicit rules of vengeance outside of it.
regarding their resurrection. Namely, so long as their body This has given the Knights of the Ebon Blade access to a
is intact their spirits remain attached; they can be greater degree of undead than was hereto available, as a
resurrected fairly easily. This has only improved with the result of them improving their powers and the clandestine
alliance with the new Lich King. alliance. The Lich King himself often whispers tactical
advice to the Ebon Blade and even serves to direct them
Perhaps the most potent defense the Death Knight has is towards particularly useful servants.
the ability to create an anti-magic zone around themselves
or over a large 40 yard area over squad mates. Such anti- Progression
magic drastically lowers the lethality of all but the most
overpowered enemy spells. Death Knights also have their Elites: Unlike all other classes bar one, the entirety of the
auras to improve movement or attack speed. Death Knight class can be qualified as elite or champion.
Special This is due to their background, as only the greatest
Though the abilities of Death Knights are split heavily into warriors and champions of the mortals are deigned worthy
different specializations, all Death Knights do have some of enough to undergo the taxing Death Knight resurrection.
the same basic capabilities. They can harness the latent They are then forced to undergo a vigorous and fast paced
training regimen that roots out the weak. Thus, even newly
resurrected Death Knights can be considered highly trained calling that the faith of the Paladin cannot even be
and knowledgeable of their spells. questioned, for if they did not have the necessary faith, they
wouldn't be able to wield their powers. For that reason they
Champions: The best of the best. See the Four Horsemen, are near-immune to any and all attempts to strip them of their
Thrassalian, Kolita (Alliance and Horde profiles) as powers, even from other stronger Paladins. So long as they
examples. have faith; they can use everything available to them.
PALADINS
Originally in the First War a group of clerics tried and failed
to stem the advance of the Horde, suffering heavy losses in
the process on account of little armor. Realizing that they
had to change, the order, led by Uther the Lightbringer and
Archbishop Alonsus Faol merged the idea behind clerics
with knights, inventing the Paladin class. In the second war
they were instrumental in the Alliance's victory over the
Orcish Horde.
Racial Background
“In all things, paladins must reflect the Light, which
supplements our strength. To strive to be divine for one of The Alliance in particular is well-known for their paladins;
our kind does not mean we strive for godhood—we strive to given the history its member nations have spent
be good in all actions. Although called upon to smite evil in worshipping the light. For the past two decades, Human and
later Dwarf Paladins have stood prominent among the
these harsh times, you must always remember that it’s
Alliance, serving pivotal roles in the Second and Third roles.
aiding others that will truly set you apart from the other The ranks of holy warriors have been bolstered further by
citizens. Compassion, patience, bravery—these things mean the arrival of the Draenei, whose holy warrior ethos
as much to a paladin as strength in battle.” permeates their culture on all levels. Their Vindicators are
— Tome of Divinity so common as to place them in Line Infantry. As can be
imagined the overwhelming majority of the Army of the Light
Training: 5-7 are paladin based. There is some evidence that a Night Elf
version of the Paladin, likely based on Elune, is starting to
Mobility: 4 (8-10 mounted)* form based on their allies.
Protection
Paladins use the
DEFENSE the center of it all was Anduin, holding his father close
Paladins wear while a vortex of infinite beauty danced between them.
heavy plate
armor, often
Then, in sharp contrast to the intense swirling energy
blessed and
infused with the billowing all around, the prince began to speak with a
power of the melodious and gentle voice as he carefully laid his hands on
Holy Light. They the immobile king's forehead and quietly, peacefully, began
are sometimes to pray.”
shown to use — Page 11, Blood of Our Fathers
shields as well.
This is not
counting their Paladin Abilities
protection spells
or the jewels
often laced into
it. Thanks to their powers they are nearly completely
immune to diseases and plagues, and would by nature be
heavily resistant to corruption.
ADDITIONAL FACTORS
Paladin spells are based off fervent prayer and incantations,
along with faith in themselves and their cause. Through
such means they can unleash a variety of different effects.
As always assume that the order that spells are listed
designate mastery, with the last spells being available only
to prodigies or masters.
Healing & Blessings: Paladins, as masters of the Holy
“No! This is not how it ends!” He shook the king. “Do you Light have the ability to save lives with such a power,
hear me, Father?! A Wrynn prince will not again watch a whether it be their own or another’s. Even the most novice
paladin can heal a friend up to the most maximum potential
loved one die before him! This is not our fate!” Anduin
(i.e. so long as said friend isn't near dead or mortally
screamed into the sky, and the clouds seemed to part in injured, the healing power of the light will fully restore them
sympathy. in seconds) though more grievously injured take longer to
heal, if they can be healed. At greater levels the amount of
The others present watched in awe as the prince closed his healing power and what is the greatest threshold from what
eyes and slowly began to chant. At first it was a soft and one can successfully brought back increases. Such
paladins can also dispel many types of disease and poison.
gentle sound, but as his voice rose in crescendo, it became
a beautiful and powerful song. As the words came, his Paladins can also use Blessings or Hands (more powerful
hands began to glow with light, faint at first, than brighter version) spells to buff their allies. Blessing of Kings makes
and brighter, until it was competing even with the setting an allied target temporarily smarter, stronger and more
sun, bathing the entire cemetery in the shadowless light of agile, while Blessing of Might give them the soul strength to
midday. improve mastery over their skills (so if they were a mage,
they would be attacking with spells faster). Hand of
Protection blesses an ally with a nigh-invulnerable shield for
The song reached a fever pitch, and the young priest lifted a limited time, however during that time they cannot attack
his eyes and voice to the heavens, calling to the very heart anyone (they can heal though), Hand of Freedom frees a
of the cosmos for a source of divine power. target hindering movement, Salvation makes non-sentient
Suddenly, liquid rays brighter than a thousand suns burst enemies cease taking notice of a given ally target, and
from Anduin's fingertips, penetrating the king's body and Sacrifice transfers a limited amount of damage that a target
is taking to the Paladin, who presumably can handle it
painting everything in a brilliant yellow glow. The guards
better.
gasped and stepped back, shielding their eyes as Varian's
entire being was rocked by an influx of pure light. And at
Paladins can also boost the speed of both themselves and shields, such as those demonstrated by Master Vindicator
their mounts. Finally Hand of Purity causes attacks to deal Maraad, can block point blank cannon fire and even brief
less damage to an ally, in particular those that rely on sustained artillery barrages!
lingering effects like poison. None of these stack and only
master paladins can use most of them.
But the orcs were clearly not stupid. After the third collision
they held back, as if waiting for something. And Turalyon
soon saw what. A handful of heavily cloaked figures
Seals are small “auras”
advanced. Each wore a cowl low over its face, so only the
around a Paladin that
carry with them a number eyes were visible deep within, and each carried a strange
of different effects, some glowing truncheon. These creatures rode strange, heavily
beneficial to the user, barded horses with glowing eyes, and charged forward,
some openly adversarial directly toward the shield wall, and raised their truncheons
to enemies. Only one seal
as they approached. Turalyon felt as much as heard a
can be used at any one
strange buzzing, and the soldiers directly in front of the
time. The most basic, seal
of command (and the creatures collapsed, clutching their heads as blood poured
more powerful Seal of from their mouths, noses, and ears.
Truth by more skilled users), makes all melee attacks by the
paladin do some holy damage as well. Seal of Insight By the Light! Uther was standing near Turalyon and bristled
improves casting speed, the potency of healing spells, and
at the sight. “The fiends! They wield dark magic against
gives all melee spells the paladin uses a chance to heal him
us!” He raised his hammer high, and its head glowed silver
or herself. Seal of Righteousness reduces the amount of
holy harm inflicted on a target compared to Seal of Truth, like the moon. “Stand fast, soldiers!” he shouted. “The Holy
but applies it to all enemies within a small area. Finally there Light protects you!” The glow spread from the hammer,
is an actual aura, known as Devotion Aura, which reduces shining down upon the warriors and bathing them in its
all magical damage to a small group and makes it light, and when the cloaked figures raised their hands again
impossible for counter-spells to stop a mage within that
the soldiers winced but did not fall.
group from casting.
—Tides of Darkness, Pg. 42
Divine Protection infuses the Aggressive Light spells are offensive spells. Judgment
skilled and best Paladins with sends a small magical light-based hammer at an enemy
a degree of supernatural that depending on the seal does holy damage or makes
protection for a limited time, them more vulnerable to wounds over a period of time,
the difficulty in casting making regardless of armor. Hammer of Justice temporarily stuns a
impossible to use continually target. If a Paladin can get close enough to a mage he can
or rapidly. It works against all cast rebuke, which cancels out any spell that mage is
but the most powerful attacks casting and prevents him from using any spell within that
at the cost of making the school for a limited time. Repentance knocks a target out
Paladin’s own attacks weaker briefly or until attacked. Turn evil, which can only be used
and slower. Sacred Shield on one target at a time, causes all but the most stalwart of
places a protective buffer on a heart foes to flee briefly (when the spell wears off and they
target, absorbing a limited master themselves). Blinding Light temporarily blinds
amount of damage over a everyone within 10 yards. Guardian of Ancient Kings
longer period of time than summons a spectral holy ghost that aids the Paladin for a
most. Avenging Wrath limited time.
increases the potency of all
healing spells and damaging
light spells. Some Paladins can
maintain small squad sized
holy auras that burn up
enemies that walk in them. The
most powerful example of
HUNTERS
Foxes
Boars: In the real world boars stand 4 feet high, 3 feet long Lizard – Think Giant Komodo Dragons and Ancient
and a couple hundred bounds. Doubtless the fel-mutated Dimetradons. Generally have a poisonous bite.
boars of Outland are probably a lot bigger than that,
however all attack with goring tusks. Ask Robert Baretheon, Mechanical: Gnomes & Goblins cheat and, instead of
of Game of Thrones fame, how deadly that can be. taming creatures of the wild, build their own out of iron and
steel. These can be in almost any of the listed forms, like
Cats: An incredibly broad family that includes real world mechanical lions or gorillas.
examples like cheetahs, lions, tigers, bears, panthers,
leopards, and jaguars, along with varieties extinct in the real Monkeys: Clever creatures probably used for more utility
world like the saber toothed tiger. Magical variants, like the than combat purposes. In combat they literally hurl dung at
mana saber, also exist. The Nightsaber – a mix between a their opponents’ faces.
saber tooth and a panther- is favored by the Night Elves.
Nether Ray: Exclusive to Outland and Draenor, these
Crabs: Some go up to your knee, others to your waist or creatures look somewhat like floating stingrays. They have
chest, others larger still. a poisonous bite, can shock people and the largest can be
ridden as mounts.
Oxen (Oxs) Wind Serpent: Wind Serpents are descended from Hakkar
the Soul-Flayer, the violent Loa god of the trolls. Ranging
Raptors: Not the bird of prey, think Velociraptors from from 4-6 feet and weighing around 50 lbs., the Wind
Jurassic Park. The trolls have an affinity with this creature, Serpent is fiercely territorial, a quick and nimble attacker.
with some using them as mounts. Furthermore it has the ability to breath- shoot- lightning from
its mouth at enemies which both shocks foes and makes
Ravagers: The Ravager is an insectoid species originally them susceptible to more magic damage.
from Outland, standing a foot or two below an average
man's height. Its a viscous beast too, armed with 4 spiked
legs and a wicked set of teeth. It attacks with such an
incredible ferocity that the Furbolg of Azuremist Isles, to Beastmasters only
which the Ravager was accidently introduced, see it as a
sign of the End Times.
Chimera: The Chimera is a huge, dragon-sized flying
River beasts: Somewhat altered Hippotamuses that are creature of the forests that has been known to accompany
native to Draenor and feared for their incredible ferocity. the Night Elves to battle. Its unique feature are its two
heads, each of which can operate independently from each
Rodents: Porcupines, Beavers, giant rats and Marsuuls, other, and the vast amounts of magic the creature can use.
which is an Argus variant of a rodent with sometimes They are infamous for the various breath attacks they can
magical powers. use, including electricity, freezing an enemy solid or just
spitting acid. If an enemy gets past that they must deal with
Serpents: Giant Cobras with spitting venom and venomous dual snapping jaws and terrible claws. Due to the
fangs. Some are incredibly large. intelligence of this creature, expect some to join efforts to
defend Azeroth independently.
Scalehides: This family includes Stegadons, the Kodo (see
Horde profile ) and the Mushan, which is a reptilian version Clefthoof: Essentially a cross between a giant rhino and a
of the Kodo. All are about Rhino sized. kodo, this creature is native to Draenor, Outland and, oddly,
Stormheim on Azeroth. Opponents are at risk of being
Sporebat: Another addition from Outland, the Sporebat trampled and gored. Rhinos are also included in this family.
looks sort of like the Nether Ray though with a radically
different purpose. They have the ability to unleash toxins Core Hounds: Core Hounds are massive, two headed
from their winds that puts their prey to sleep. bulldogs native to the realm of fire. They can breathe fire,
emanate fire from their scales and use magic to invoke a
Stags: This family includes moose, stags, and talbukss, sort of frenzied hysteria among allies.
which are a mixture of horned gazelle and zebra.
Devilsaur: A Giant T-Rex with spikes on its back.
Tallstrider: The Tallstrider is akin to the real-world "terror
birds" that dominated prehistorical South America. It’s a Krolusks are large insectoid creatures mainly found in
large, man-sized, flightless bird capable of running at high Vol'dun that look sort of like a giant trilobite. While only
speeds and attacking foes with its powerful beak and claws having incisors for combat, they have an incredibly hard
shell that makes them useful for defense.
Toad- Enormous, horse-sized toads surrounded by hordes
of distracting flies and possessing poisonous attacks. Pterodactyl – See Horde Profile, Zandalari
Specializations
Elites: Elites can utilize more powerful spells that would be Shamans are deal-makers. They get their power from
incredibly dangerous for a novice , such as Dark Iron creating pacts with the great elemental forces, using their
Shadowcasters in Arathi Highlands summoning infernals. power in return to bringing order and preventing harm to the
elements. Style has nothing to do with a deal and in fact
Champions: See Council of the Black Harvest, Gul’dan, etc while some races treat the elements with respect others,
such as many goblins, treat their “customers” with thinly
veiled scorn and are not afraid of strong-arming the
elements into submission. The other races will only try this if
there is no other method, and for the most part ask, cajole
and barter in return for the elemental powers. How “just” case of the Goblins, it is out of a desire to acquire new
they view a cause and past honors the Shaman had customers! If the solid basis of the Alliance can be
bestowed upon them also play a role in this deal making. described as the Light/Elune, the basis of the Horde can be
The elements will usually listen, though if they are being described as the elements. The Mag’har and Highmountain
controlled by another power it becomes a battle of wills also have great control over the water. The Rivermane
between the first and the second shaman. Fortunately for Clan, a tributary of the Highmountain Tauren, is renowned
the kind shamans a bound element will join in against its for its use of water-based magic particularly ‘steaming water
oppressor as much as it is able to. totems ‘which heal and provide support to allies.
Racial Backgrounds
Due to their tribal background, Shamans are extremely
prevalent among the Horde or, specifically, the Western
Horde. Trolls, Tauren, Orcs and even Goblins all have
shamanic traditions dating back centuries, though, in the
including any magical buffs. ”A jagged bolt of it struck
the main wall, where
most of the guards were
posted. Mixed in with
that terrible sound were
a clap of thunder and
the screams of the
guards. Thrall blinked in
the sudden darkness,
but there were tongues
of flame still burning
here and there, and he
could see that the wall
was completely
breached.”
— Lord of the Clans
Page 86
Magical Applications
This spirit of life can grant the one it deigns to talk to, for it
does not talk to all but the most accomplished shamans,
visions of the past or future. It can serve as life detection on
a massive scale, for it comprises of all living things, and if
the Alliance/Horde is in a bind for finding natural food, it can
help them discover said sources should it be requested.
Shamans that can talk to the spirit of life can talk to the
great animal/species spirits as well and ask them for aid. In
one instance the Shaman asked for the Great Horse spirit to
convince all the spirits of the horses humans ride to rebel
against their owners. Trees can be asked to root
themselves around enemies to immobilize them (there is a
degree of overlap here between Shamans and Druids). That
said, very few shaman are able to call upon the Spirit of
Life.
“Ferryn heard a branch creak above them. He changed into To foster this harmony, the restoration druid builds a bond
a nightsaber with a single thought. His heightened sense of with the things that grow, gaining inspiration from the
smell led him to spring straight up toward the reek of goblin flower’s bloom, the seed’s sprout, the mushroom’s spores,
that almost made his eyes water. and the tree’s growth. Like nature, the restoration druid
perseveres through patience and persistence, the
The squat, ugly green thing wore little armor and no shirt; foundation upon which all life is built and sustained. They
clearly, he had relied on his skin tone for camouflage use this power to mend wounds and provide persistent
among the dense foliage. It was a bold choice, but it did not remedies that keep their allies from falling.
help him now. Ferryn batted away the assassin’s twin
blades with a casual swipe of his paw and ripped out the The Restoration Druid focuses almost solely on the various
would-be killer’s throat with his two long, sharp front teeth.”- healing spells, capable of healing singular targets or using
Elegy Pg 2 vast spells like Tranquility which heals everything in 40
Guardian Druids : Like their feral brothers and sisters, yards. They can also bless friends and themselves with
guardian druids attune themselves to nature through the other power-ups, like bark-like skin and the ability to
animal kingdom. They commune with the wild to understand temporarily cast spells without utilizing their own mana.
how life perseveres through adversity. They know that the They are capable of some offensive spells like Elune based
creatures who survive are often those built to best protect ones and they can summon a small tornado.
themselves and their kin. In this, the guardian druid finds a
deep and harmonious value in the steadfast—all the while
recognizing that sturdiness requires an aggressive stance
when danger comes near.
Progression
Troop- Early on Druids typically learn how to shapeshift into
beasts and thus while many know some basic spells to
deploy the typical druid troop is probably going to be a bear,
cat or eagle.
Elites- These Druids have become far more skilled, can
ADDITIONAL FACTORS transform between forms easily and know many powerful
As emotions are felt as natural responses, some Druids are spells seen above.
powerful empaths and even telepaths, able to read the Champions – See Malfurion Stormrage, Broll Bearmantle,
emotions of their foes quite well. Mark of the Wild can be Cenarius etc
used to increase a target’s strength, agility, and intellect for
a limited time, being used in this manner in Stormrage to
help against the corrupted. -Druids have been used to call Mages
upon the blessings of nature to restore crops during a
famine. Though capable of calling upon the Emerald
Dream’s power directly to cure the land, druids generally
look at the long term and prefer to try and do so the natural
way, with some magical enhancement. For example they
might try and speed up plant growth, rain and insect
repopulation to make an area more habitable. For toxins or
mutations they might try and develop antidotes from
samples
However some druids are actually rather militant, and will
both aggressively try to heal the land, and seek out to
destroy those who harm it with extreme prejudice.
Ward spells are quick incantations made to protect against “He pointed, and Danath made out splashes of color all
a certain form of elemental magic, for example a fire ward along the walls. Men and women stood there clad in violet
against fire spells. A series of elemental armor spells were robes much like Khadgar’s own. The Archmage nodded
invented to aid the traveling mage in the unfortunate case then, and all the magi raised their hands as one. Danath felt
that he or she might be attacked. These spells require far his hair stand on end, and heard a faint hum. Tean lightning
less raw energy to cast than a mana shield and are more arced down, destroying the first wave of orcs and scattering
easily maintained over time, but lack the raw potency of the many of those behind them. — Beyond the Dark Portal,
mana shield. Rather than stopping an attack completely, a page 33
frost armor spell might simply decrease the effectiveness of
the assault. Same with Molten Armor. The more advanced -Arcane: Mages of the arcane are diviners of secrets,
armor spells grant other benefits - for example, the potent balancing the ebb and flow of incredible mystic energies.
mage armor spell actually assists the caster in regaining Unparalleled skill is required to manipulate the volatile
magical power more easily. Some of the most advanced forces of the universe. These practitioners push their
shields I have seen have come from the Highborne, such as magical knowledge to its very limits—often to the brink of
the creation of a fire shield that both moved as its user their own exhaustion, and at great risk to the world around
moved and burned all who attempted to enter it. Others can them. Those who master this craft are capable of releasing
reflect the elements back at the caster. a barrage of unrelenting power upon their enemies, drawing
upon replenishing energies to maintain their assault for as
“Orgrim selected the one he would next kill and raced long as the battle demands.
toward the warrior, a female who had no weapon but who The art of blasting foes with pure magical energy is one
was wreathed in pulsating blue energy. long appreciated by the
Orgrim grunted in surprise as the Doomhammer struck die mages of Kirin Tor. The
field and bounced off, the shock shivering up the weapon effects of arcane magic
into his arms and jarring him to the bone” – Rise of the are so incredibly varied
Horde that they are almost
random, such as burning
alive from the inside,
Conjuration: The study of summoning both creatures and being remolded from the
objects, including the best-quality food and drink. They can inside entirely, turn
use this to create mana gems, which can replenish magical opponents into glass,
energy. They can use Conjuration to bind opponents or freeze them etc. All
slow them down with magic-made objects, or summon invariably fatal. Though at
weapons out of thin air. The most-used method of first only able to be used
Conjuration tends to be against a single target,
summoning elemental more powerful mages can send blasts in all directions
powers (mostly water) to around their person. Specialists can send barrages of
freeze or flood arcane arrow-like projectiles at opponents, or else use
opponents. For arcane explosive like charges. Masters can speed up
example the Silver spellcasting or power in either themselves or an ally. Some
Covenant, in assaulting arcane specialist mages would have a small arcane orb-
the Isle of Thunder, was about the size of a baseball- following them that intervenes
able to create and and shocks enemies in combat.
manipulate mini tidal
waves. Many mages
can summon Water “A tiny globe of fire shot from Belo’vir’s palm into the
Elemental minions towering behemoth, penetrating its blanched skin and
(about their size) to help exploding deep from within. The monstrosity’s eyes rolled
them in battle. These back as it toppled, shaking the ground with its fall.” – Blood
creatures shoot blasts of of the Highborne
The best fire mages can create literal mini-fire storms to
decimate small hordes, summoning small comets of fire.
Ambient fire can be manipulated; even the fire within the
Burning Legion can be turned against itself. But perhaps the
most terrifying is implanting a fiery seed inside a target,
which rapidly does more and more damage until it turns the
target into a living bomb! Once the target dies or the effect
ends, it causes the target to explode outwards, incinerating
any around them.
SPECIAL
Becoming a Rogue demands that the user has some
naturally sneaky and sly traits, all of whom will have some
knowledge with poisons. As their skills expand, they
become good at setting and detecting traps, stealth, spying,
LOADOUT: Rogues occasionally use the ranged weapons and assassination.
familiar to Hunters, with the SI:7 fielding units of
professional assassins using sniper rifles but have a Rogues tend to follow one of three specializations.
stronger preference for getting up close. In fact Spec Ops
organizations such as the Rangarai and SI:7 are noted for
their deadly marksmen ability. However outside of these
organizations the most common weapons are knives and
(less-
commonly)
shurikens,
most of which
can be thrown
in a hailstorm
of fire. Such is
their nature,
all of their
weapons are
poisoned if
possible. Bombs of all sorts such as Seaforium and even Assassination: One of the favorite tools of the assassin is
Tactical Mana bombs are common among the professional a pair of daggers coated with vicious poisons. The damage
spy organizations. For melee, Rogues prefer one-handed they inflict is deceiving at first—the initial wounds often
swift weapons, duel-wielding them on occasion. Using these seem survivable, even superficial. Then the toxins set about
weapons they prefer to end the fight as quickly and their business. Wounds don’t close, and blood loss
efficiently as possible to avoid taking damage. Each blow is continues unabated. Assassins begin their work stealthily,
a precision-aimed attack at a vital organ, and all are dirty choosing their targets and methods of engagement
fighters, aiming for eye stabs, groin shots, and joint carefully—but once committed to a course of action, they
destruction. Vanishing powder and smoke bombs may be stick to their target until the job is done rather than
used to aid further in escape. disappearing into the shadows to avoid their quarry’s blows.
DEFENSE: Rogues are usually seen wearing light leather. An Assassination Rogue is a vicious killer typically armed
In addition they are experts at dodging and evading, which with an incredible assortment of poisons, some of which are
aids them more than actual armor in their up-close clearly magical. For example, they have poisons that can
encounters. Some carry crimson vials filled with leech vitality from the target to empower the rogue or
regenerative liquid. poisons that numb the mind to disrupt spellcasting. Other
poisons include paralysis poison, poisons that cripple the
enemy in combat, cause horrendous pain, prevent a concealed pistol, catching the enemy by surprise with a
regeneration or are simply deadly. They are also masters of quick blast.
finishing, precise moves like kidney shot, crippling blows,
disembowelment, hemorrhaging or stealthy garrote wires. Imagine swashbucklers or pirates. Armed with melee
weapon and pistol (or potentially another fast firing short
“He was perched on a branch seventy feet off the ground, ranged weapon) the Outlaw rogue specializes in melee
motionless, waiting. He had taken position in the tree trunk’s combat, only using stealth (if at all) to conduct the initial
shadow and employed a touch of the other Shadow to make strike. In combat they fight cheaply, using blinding sand,
himself truly unseen. entangling grappling hooks, crotch kicks and sudden pistol
One hand held onto the tree. The other held a dagger, but shots in a melee fight. Some masters can pull off
when he saw the druids coming, he put it away. The time for supernatural stunts, like leaping high in the air to assault a
close‐up work would come, but he needed to get the night foe or having ghostly cannons fire on the enemy. A few
elves on the ground first. invest in matters of persuasion, using parlaying tactics and
They were only seconds away. Lorash let go of the tree and bribes against foes that will listen.
crouched on the branch, balancing on the balls of his feet.
He reached into his sleeves. Two shurikens—poison‐tipped, Subtlety: Subtlety rogues are the masters of the shadows,
their metal scuffed and dulled so it would not reflect the and they strike unseen. They don’t have the lethal poison-
moonlight—fit snugly between his index and middle fingers. tipped daggers of the assassin or the brawling prowess of
The sabers’ eyes gleamed in the dark. He could see each the outlaw, but their acumen on the battlefield and ability to
tusk jutting from their mouths, each feather on each bird. hide in plain sight are unrivaled. Some claim the art of
One of the sabers leapt past him. His head turned, looked subtlety looks like malevolent shadow magic—but no matter
straight at Lorash. And the druid kept running. The blood elf from where their power is derived, these rogues are capable
could not keep his mouth from twisting into a grin. of performing devastating assaults on their enemies,
Half of the druids passed him in the same way before he slipping away unharmed to strike again without detection.
struck. His wrists rotated. His hands opened. The shurikens Most rogues train their entire lives to learn how to walk in
flew. Two of the birds shrieked, flapping their wings the shadows—subtlety rogues were born there.
erratically as the poison went to work. One slammed into a
tree trunk with a sickening sound, and the other spiraled The Subtlety class most closely resembles the stealthy
toward the ground.” – A Good War aspects of the ninja, though without the advanced poisons
or deadly knowledge of anatomy that the assassination
rogue has. Their mastery of the stealth borders on the
supernatural, and they can, in fact, use Shadow energy to
magically enhance their weapons for vitality stealing
damage.
MAGICAL APPLICATIONS
== LOADOUT = =
Mobility: 5 Offensive: Warglaives:
Training/Experience: 7
Max Range: 40 meters
Preferred Range:
Melee
Role: Anti-Demon
Specialist
Demon Hunters are
dark, shadowy warriors
who made a pact, long
These blades appear as a strange cross between a small
ago, to fight against the
buckler and a sharp-looking, curved, two-bladed short
forces of chaos using its
sword. The demon hunters of the night elves wear these
own terrible powers
blades while they hunt the minions of the Scourge, the
against it. These
Burning Legion or other dark adversaries worthy of such
mysterious warriors ritually blind themselves so that they
weaponry. While many of the demon hunters rely on non-
develop 'spectral sight' that enables them to see demons
magic weapons, eventually most have either one of these
and undead with greater clarity. They wield demonically
double blades or a matching pair.
charged warblades in battle and even call upon demonic
Magic:
energies to augment their formidable combat skills.
Demon Hunters make heavy use of fel magic
Although they are counted as some of the mightiest warriors
Defense: In their normal form they wear light cloth or
within Elven society, society, the Demon Hunters are
leather armor, valuing speed and agility over protection.
always maligned and misunderstood for making their
They are incredible acrobats in this manner and can dodge
selfless pact with darkness.
many blows outright. In demonic form they become much
The training for demon hunters is long and fraught with
more durable, can fly out of reach of enemy blades if they
danger. Many die or lose their sanity in the attempt!
wanted to, and have low grade regeneration.
However by the end of it there is perhaps no better
individual better equipped to hunt demons. At range they
Additional Factors:
can suck the very life-force or magical energy from demons,
In undergoing the ritual to becoming a demon hunter they
weakening or destroying their connection to this realm.
blind themselves to the physical world , applying a blindfold
Shadow or fire attacks are also used. At close quarters
over their eyes forevermore. However in return this gifts
demon hunters can cover themselves in a shell of fel fire
them with the ability to see magic! Not only does this allow
while coming in close to cut with their devastating war
for them to determine instantly who or what they are dealing
glaives! And trickery shall avail the demon not, for ancient
with in a fight, but it also makes any force that even one of
rituals allow demon hunters to see all magic rather than
them is in vastly harder to infiltrate if you are demon. In fact
physical properties. So those demonic changelings and
Demon Hunters have foiled daemonic infiltration many,
possessors better beware!
many times including attempts to assassinate the
Alliance/Horde leadership. It doesn’t matter if said demon is
The zeal to kill demons has led to some even becoming
a changeling or in possession of someone, even capable of
what they hated, gaining the ability to transform into a
mimicking the client character with a hundred percent
powerful demon themselves! Though some demon hunters
accuracy. Demons, as inherently magical creatures, glow
have been corrupted, this unit can be likened to the most
brightly with magic and thus all it would take is a cursory
radical of the radical 40k inquisitors. The vast majority of
glance for a demon hunter to immediately know what he is
these demon hunters are dedicated not to any demonic
dealing with. In Felwood one student of Illidan purged the
overlord but to their complete and utter eradication. If that
Cenarion Circle of demons that had infiltrated their ranks
means that the means of the enemy must be utilized to do
and had mimicked those they infiltrated skillfully . He did so
so, if it means that they must ensure their own destruction
with flawless perfection, killing those from the bottom to
at some point; so be it. Indeed in one questline a Demon
even a hidden arch druid! This ‘spectral sight’ can allow
Hunter ghost willingly binded a demon to himself so he
them to see through physical objects, such as walls, so long
could drag it forcibly into the afterlife. Even Illidan was
as the object isn’t too thick.
willing to make deals with demons so long as it ultimately
resulted in their destruction, like he did in the WOTA, or else
enslave them to his purposes as he did in Outland.
‘troops’ as any that survive this grueling several month
training already counts as an elite.
Engineering
Engineers take advantage of their inventiveness to create
an immense (and occasionally random) variety of helpful
items. By tinkering ceaselessly, and tolerating malfunctions
Enchanting and misfires, an engineer can make utterly unique objects:
Enchanters disenchant surplus magical items - and use the sight-enhancing goggles, potent guns, robot pets,
residue to permanently augment equipment of their mechanical mounts, and even more unusual trinkets.
choosing. With the right incantations and materials, an Successful engineers use their inventions to solve problems
enchanter can add bonuses to their armor or weapons, and make life easier, faster, and better for themselves and
making them stronger, faster, or more resilient (among a their companions.
host of other mystic powers, including magical attacks and The majority of Engineering schematics can be
special defenses). Some of these exotic effects include manufactured anywhere, provided the engineer has already
adding elemental damage, cloaks of permanent invisibility, obtained the diverse materials necessary for their creation.
making a character particularly resistant to certain types of As such many of these have magical effects or are made of
magical attacks or even just make their armor more durable superior to metal materials (see Mining section)
in general, absorb more damage, adding reserve healing, -Bombs: Anything from basic dynamite to Seaforium,
or improve various physical or mental attributes such as grenades, sticky grenades or land mines, with the option to
speed/intellect. In one canon instance, Jaina Proudmoore use a grenade launcher. Some of these have magical
enchanted the swords of Footmen so that they could cut effects
through thick dragon hide, against which normal swords -Defense: Devices that can deflect limited spells back at
would usually break. Before the Battle of Broken Shore, the their casters.
Draenei of the Exodar and the Blood Elves used
widespread enchanting to give their respective sides -Guns: Blunderbusses, pistols, rifles, sniper rifles, rocket
magical prowess. launchers etc. Some are extremely powerful energy
weapons while others are just weird, such as guns that
shoot out of the helmet or shoes.
-Special: Specialized goggles that help to see far or see in
other types of visions(serving as stealth detectors), a fishing
hook that magnetically attracts fish, devices that allow for
hacking of robotic targets or limited mind control, electrical
devices to restart a fallen ally’s heart, field repair robots,
rocket boots, a pylon that can resurrect allies, long range
wormhole generators, a gun that fires healing bandages, jet
packs and a dispenser that produces small sentry turrets.
Inscription
Scribes weave words of power into glyphs that can improve
heroes' skills and abilities, and add special effects not
possible by normal means. By transferring their powers into
ink, scribes can also create consumable scrolls, mystic
tomes, and pieces of vellum that allow enchantments to be
passed between adventurers. Like Enchanting, Inscription Leatherworking/Skinning/Tailoring
can help veteran adventurers further improve themselves -
Skinners ensure that nothing goes to waste by removing the
but inscriptions focus on augmenting class powers, not
hides of dead beasts and amassing piles of fur and leather.
equipment. These attributes ‘stack’ with enchantments and
Skinning is a straightforward, convenient profession for
other buffs.
those already engaged in hunting animals, but it's highly
useful, too. Leatherworkers take the rough, spiny or sturdy
hides of beasts everywhere and turn them into useful
products. First and foremost among these creations are metal formed from it is going to give its wielder an increased
lighter armors - leather and mail - as well as cloaks, bags, protection value. However its main benefit is that it us nearly
and unique patches and stitching that improve the defensive one half lighter than the standard steel, giving the wearer
values of armor. The craft of Leatherworking is useful to the same or better protection value as regular steel, but far
those who want to outfit themselves and others with suitable greater mobility.
armors, as well as those who want to proft from selling their Truesilver: Is a light metal that serves as a potent conduit
rare creations. Tailors take simple cloth and weave wonders for the arcane.
out of it; cloth armor and robes, shirts, bags and other Thorium: This metal combines the strength of steel with the
creations are the purview of the tailor. The benefits are weight of lead, being far thicker then other substances. It is
diverse - lightly armored classes can wear mystic robes, all used in tanks and some of the heavier orc weapons
types of heroes can benefit from a variety of bags, and Dark Iron: Another exceptionally rare metal, though a
everyone can appreciate the decorative shirts and outfits prominent one. It is mined primarily by the Dark Iron
springing from the tailor's loom. dwarves, who are named after the metal. Dark Iron is
As with every other profession, magical effects can be another metalloid that is both conductive to magical energy
attached to both leatherworking and cloth tailoring. Some and extremely rare, being forged only in in the hottest
materials in Azeroth are unnaturally strong, like Dragon hide settings (literally in a volcano) . It is a pretty tough metal and
being stronger than steel and certain silks being abnormally weapons have a better chance of cutting through enemy
durable or magically conductive to improve spells. armor, while wearing said Dark Iron Armor makes the
Dwarves more resistant to fire
Warcraft is home to many rare metals that have unique
magical properties. Examples include:
Had he been other than what he was, the wizard would Elementium: A rather heavy material that is known for
have perished there, the meal of a savage, being harder than a diamond and the ability to channel the
saber-toothed creature with four gleaming green eyes to go elements.
with its eight clawed limbs. The monstrous wolf-creature Saronite: While this armor puts the user at risk for
brought him down, but Rhonin, having magicked his madness, it is exceptionally good at deflecting magic or
garments to better protect him from the elements, proved a magical weapons, even the Holy Light, and is quite durable
hard nut to crack. The claws scraped at a cloak it should as well. Only the Death Knights use this material.
have readily tattered, only to have instead one nail snap off. Kyparite: A rare Pandarian amber-like substance that
-Page 25-6, Well of Eternity provides both armor and low grade regeneration.
Blackrock: Blackrock ore is a rather dense and powerful
ore of Draenor that is used in many orc weapons.
Leystone Ore: Leystone ore contains an incredible amount
of magical energy, even more than Saronite or Elementium,
and is light like Mithril. The Naga have been known to use
them as breastplates.
Felslate: The armor of demons, this remarkably heavy
armor hisses with malevolent energy and, though
exceptionally durable armor, will turn the wearer into a
demon after a long period of use. On demons, this armor
can help regenerate limbs and serve in place of functional
organs. Used by Illidari and Warlock demons.
Mining/Blacksmithing Incendicite: A rare metal so incendiary, that it cannot be
Miners pursue valuable and useful ores, extracting them mined in any normal fashion. Great for explosives!
straight from the earth with their picks. Their familiarity with Azunite: A magically resistant ore said to be nearly
the land gives them a strong notion of where rich veins of indestructible!
gold, silver or even more precious metals can be found, and Lumenstone is described as being "an enchanted material
they retrieve and smelt these minerals for profit, or for use that can negate magic, even withstand great amounts of fel”
in metalworking of all types. Blacksmiths utilize their and can be used to forge ‘shatter-proof’ weapons. Both
expertise with hammer and anvil to craft deadly weapons, Paladins and Priests have acquired a great deal of this
heavy suits of mail and plate armor, and other, more material.
specialized items.They are also responsible for repair after
the battle.
Mithril, a material lovingly borrowed from Lord of the
Rings, is a prominent and surprisingly common metal found
ADVENTURERS
in Warcraft. In both Warcraft 3 and World of Warcraft it is
Mobility: 3-5, 7-9 (Mounted)
regarded as being a superior metal then steel, and thus any
Experience/training: 4-9 Ogrimmar and much, much more. They participated in
Mas Range: Sniper nearly every battle of the Horde-Alliance war, often
Preferred: Varies performing vital but little seen roles. Indeed it was their
Role: Specialists, Anti-Hero assassins, taskmasters, constant conflict with each other that helped define the key
champions, Commanders battlegrounds such as Alterac Valley and Ashenvale.
http://www.youtube.com/watch?v=nyeZ8khSEC0#t=35
These unnamed were there in the First and Second and ===LOADOUT==
Third war, though always behind the scenes. They helped Offensive: See Weapons and spells of the individual 12
take down Illidan in the Burning Temple, foiled Kil’jaden and classes. Note given their profession adventurers are far
the Legion at the Sunwell, drove two Old Gods back to the more likely to possess magical weapons and artifacts. They
Nether realm , killed Arthas on Icecrown, aided Thrall in the can duel on the ground or, as War Crimes showed, in the
destruction of Deathwing, participated in the Siege of air.
Though the very weakest examples of the adventurers bear’s protective throat ruff at such an angle that blades
might barely be a match a grunt or footman, the most met and the druid’s head was neatly severed.
powerful have travelled thousands of miles, fought in
countless regions(or even over a dozen planets!) and
The cries of pain and rage and bloodlust were
battled some of the fiercest foes their world has to offer.
These are true one-man armies, able to take hordes of augmented by other sounds- the singing of arrows being
lesser foes by themselves or even powerful ones mano-e- loosed and the echoing boom of gunfire. The Hunters—who
mano, like taking on dragons in War Crimes. were directing the spiders and scorpids, the wolves and
crocolisks and raptors—were now entering the fight
Defensive: See Above, with again increased likelyhood of
themselves Malkorok swore beneath his breath as he
magical trinkets and armor.
==ADDITIONAL FACTORS==
leaped over the fallen bodies of a goblin and hyena locked
Mounts, magical weapons, various profession equipment in a fatal embrace, the goblin’s blade in the creature’s eye
(including outlandish tech) can all be considered common and the beast’s jaw bout the green throat.
for this group. As shown by the Kingslayer Orkus questline — Jaina Proudmoore: Tides of War, p 178-79
and the fighting in Warcrimes, an adventurer’s mount can
fight alongside him or her or, if the foe is aerial, the
adventurer can board his own aerial mount to take to the
skies.
PAST OPPONENTS
The following section is a vast listing of the Alliance &
Horde’s enemies however, their most frequent foe is each
other.
COSMIC/PLANETARY THREATS
Burning Legion
Threat Level: Massive (threat to all life), has destroyed
many thousands of worlds.
Notable Wars: War of the Ancients(WOTA), 1st and 2nd One of the few pictures of the War of the Ancients
War (via Proxy) , Third War, War in Outland, Third Legion
Invasion
Status: Defeated The first time, 10,000 years ago, the Legion managed to
seduce the Night Elf Queen Azshara and pull through a
great many demons in a operation led directly by Sargeras,
however they were defeated through a massive resistance
force led by Tyrannde, The brothers
Stormrage, Shadowsong, Ravencrest and in a bizarre twist
time-traveling heroes. This war was so destructive that it
actually split up the original super-continent into the three
we see today. Ultimately the Night Elves were only able to
achieve victory be forming a vast alliance between early
Tauren, Dwarves, Dragons, and all sorts of creatures of the
woodland realm, overcoming their own arrogance in the
meantime. In the climax of the battle the Portal that
brought the demons into this world was destroyed right as
Some of the many Demon Races of the Burning Legion Sargeras attempted to step through, destroying him for the
first time.
Basic description: The Legion is a multiversal union of
daemons and corrupted races unified by a single leader,
Sargeras, and his singular goal- the destruction of all life
everywhere. As of Warcraft Legion, the Burning Legion was
said to be very close to this goal.
Brief History :
The first instances of the Burning Legion using undead
against their foes occurred in the War of the Ancients,
Threat Level: Massive (Threat to all life) however these were often isolated cases.
Notable Wars: Third War, War Against the Lich King
Current Status: In hibernation mode, almost entire When the Scourge initally appeared on the scene through a
leadership killed series of plagues they were initially repelled by Prince
Arthas of Lordaeron, who in a desire for vengeance led a
bloody assault on the continent of Northrend itself. This
Brief Introduction: turned out be the demon lord Mal'Ganis's plan however the
original Lich King, Ner'Zhul, planned around said plan.
Instead of having Arthas only corrupted he had Arthas
corrupted and kill the demon lord. Now with the corrupted
Arthas the Scourge went on a rampage, inflicting utter
devastation upon the High Elves and the Human Kingdom
of Lordaeron, forced Daralan to retreat to the North, and
aided in the failed demonic assault on Mount Hyjall.
Roughly 6 years later , now fully merged with the Lich King
and dominant over the form, Arthas launched a vast assault
on all the living kingdoms of the world, vowing that they all
must die and serve him.Terrible plagues and great strike
forces were unleashed on many cities of the world, and for
roughly a week there were zombies everywhere. However
eventually even this was cured.
The most ancient of these allies are the Aqir and their
various successor races- the Sillithid and their Qiraj
masters, Mantid and Nerubians. They are vast swarms of
tunneling insects erupting in the tens of thousands in
modern era capable of overrunning both ground and air with
swarms of flyers. Though many are barely sentient, others
have been given intelligence for various purposes, such as
the Klaxxi. Coming in many variants they resemble both
pure insects and insect humanoids, along with various sizes
ranging from creatures the size of enormous (real world)
bugs to colossi that tower over the Pandaria’ Great Wall
expy.
The Void
Threat Level: Cosmic Composition: When the Alliance and Horde invaded
Notable Wars: None Yet Outland they had to contend with the varied and hostile
Current Status: Watching forces of Illidan Stormrage, who had succeeded in uniting
The Void is a force that even the Burning Legion feared and many disparate groups under his cause. The Blood Elvs
the Old Gods are their servants. If the Old Gods are the under Kael’thalas, though later defecting, were one of the
Great Old Ones of Lovecraft, these guys are the Great most important. They utilized powerful magic and were
Outer Gods.. The void lords are monstrous entities capable of utilizing great machines to actually suck it from
composed of pure shadow energy who dwell within the from the lands. In addition Ballistas, archers, and
Void, outside the borders of reality. Merciless and cruel swordsmen could be found in their ranks. The Naga under
beyond imagination, they seek only "to twist reality into a Lady Vashj like their cousins mostly stayed near water
realm of eternal torment",and ultimately to devour all matter sources and brought along with them hydras for battle.
and energy and the universe itself. However, only the most Enslaved Daemons and fel Orcs formed the frontline of this
powerful of the void lords can actually manifest in the expedition, while Broken Draenei were both the slave and
physical universe, and only for limited amounts of time for assassin force.
their energies quickly seep into nothingness. They thus
must consume untold amounts of matter and energy to Essentially a new coalition of old foes that can all be found
maintain their presence. elsewhere, however in addition Illidan also enslaved
netherwing dragons and giants, and maintained elite cadres
Azeroth has only fought some of their servants, who utilize of daemon hunters.
plenty of portals, powerful magic and corruption beyond that
of the Old Gods. However, with the Legion destroyed the History:
one force keeping the Void in check is gone, and it is very When the Alliance entered Outland it was accostered by
likely Azeroth will feel their attentions soon. both the Burning Legion and the forces of the warlord Illidan
Stormrage. This was a very diverse force, composed of
many different sub-factions operating more or less
independently. Hordes of Fel Orcs and allied-daemons
Illidan's Forces sought to drive the Alliance and Horde out by force, while
Threat Level: Minor the Naga wanted to completely drain Zangarmarsh to serve
Notable Wars: War in Outland their own mysterious purposes.
Current Status: Defunct
One by one the Alliance, Horde, neutral factions or
adventurers aligned with one of the above foiled these plots
and began shutting down the different factions. Too the
Illidari coalition suffered from great defections such as most
of the Blood Elves to the Burning Legion, as well as the
Ashtongue Draenei who sought to kill and supplant Illidan
as the ruler of the Black Temple. Eventually, after a
combined Draenei-Blood Elf assault led by the Shat’ar
Naaru, as well as the aid of the Night Elf Warden Maiev
Shadowstrong and Azerothian champions, the Ashtongue
leader Akama succeeded.
Empire of China. They utilize hordes of spirit-bound
Implications: animated statues in dog-like and Mogu form, and even have
The Illidari Alliance doesn’t add much other then what has a machine allowing them to build hordes of robots. They are
already been said, but it does provide yet another powerful magicians, especially in the form of Spirit
experience of having to face a highly diverse alliance of old Magicians.
foes, particularly one using lots of enslaved forces. Their assassins could remove spirits upon death blows, and
they could be resurrected thousands of years after
hibernation. They could portal whole strike forces in and
Zandalar Coalition and Mogu attack rapidly, or craft flesh to create the then-servent race
of the Saurok.
History:
Until recent times the Zandalar troll tribe, who were the
proginitors of all trolls (and thus elves) were thought of as a
myth. However when in Zul'Gurub the troll remnants of the
Gul'bushi nation attempted to summon Hakkar the Soul-
Flayer the horrified Zandalar set sail from their island
kingdom, and together with the Alliance and Horde put an
end to them. Later when the trolls of Zul'Darak sacrificed
their loa gods to gain more power, the disgusted Zandalar
again allied with the Horde and Alliance to put an end to
them.
Provincal Threats
The following describes threats that were capable of
threatening at least one member of the Alliance and have,
Threat Level: Potent as organized groups, reaches across entire portions of
Notable Wars: War Against the Iron Horde continents.
Status: Absorbed into Horde Dark Horde:
Description: The Iron Horde was a faction of Orcs, Ogres
and giant creatures from alternate Draenor that formed as a
result of time travel gone awry. This faction was given
formidable and explosive war technology based upon the
‘iron star’ which they used to mass tanks, cannons, and
outfit their giants with armament on their backs. Their entire
force was superhuman in biology augmented by technology
that included semi-automatic rifles, flamethrowers, along
with various traditional methods of fighting. Included in this
force were the Ogre gorian empire, who made use of tough
fighters and plent of arcane magic. More details can be
found in the Horde profile, as the remnants of this force
would eventually join the mainstream Horde.
Brief History : n Warlords Of Draenor, Garrosh, with the The Dark Horde were a remnant from the Second War
help of the traitor bronze dragon Kairoz, travels back in time Horde that preserved both the basic lifestyle and attitudes of
that era, and military capacity. They were mostly limited to
primitive siege weaponry such as catapults for their most
powerful weaponry, as well as Warlocks, Troll hex-priests
and Ogre Magi for magical support. Baseline troops include
troll axe-throwers and assassins, Ogres, goblin mercenaries
armed with exotic weaponry (such as flamethrowers) and of
course heavily armed Blackrock Orc warriors with Worg
cavalry. As a front on behalf of the Black Dragonflight,
which manipulated the strings from the rear, they
sometimes utilized black dragons and wyrmkin in their
assaults. The Defias Brotherhood is a vast criminal organization
formed from the remants of the Stonemason’s guild after a
At their height the Blackrock Orcs made foreys into the revolt over payment. This group has expanded among the
province surrounding Stormwind itself, as well as seriously primarily poor areas within Stormwind’s rule, taking recruits
threatened the Redridge Mountains. Yet they were foiled by from the disenfranchised lower classes in opposition against
a combination of what scant forces the Horde had in that the King and the Alliance in general. They deploy a great
region (the Blackrock Orc’s warchief, Rend, claimed himself spy network that extends all the way out to Kalimdor, and
the true leader of the Horde and that wasn’t tolerated by through that they were able to – if briefly- kidnap the king.
them), Dark Iron Dwarves (many of which were allied with When forced into combat they employ thugs, rogues, and
the Alliance or neutral) and of course the Alliance. Indeed various criminal organizations that they have allied with,
the Alliance seems to have only seriously commited one such as Goblin Mercenaries, Kobolds and Ogres.
special elite squad to combating them and this squad, led Sometimes this even includes war machines, like goblin
by Troteman and Keeshan, did extreme damage to the shredders and experimental large harvester bots. Rarely do
Blackrock Horde, wiping out most of their leaders. they fight directly, but instead rely on intricate infilatration
and ambush.
Dark Iron Dwarves:
The Alliance has had to fight this organization twice, with
the first example ending after the gutting of most of the
organization and the death of its leader, Edwin Van Cleef.
However his daughter Vareesa survived and witnessed the
horrific act, vowing revenge. Years later she refounded the
organization and set Westfall alight in revolt, preying upon
public dissatisfaction with the draining Scourge War.
Though defeated and the organization butchered yet again
her death has yet to be confirmed….
Scarlet Crusade:
The Alliance and Horde has long warred with the Dark Iron
Dwarves, who were a renegade clan of Dwarves based in
Blackrock Mountain along with the Blackrock Orcs (who
they constantly warred with). The military for this race of
dwarf has already been discussed in the opening section,
but in addition to that they did have great digging machines
that allowed them to launch a underground tunnel invasion
to Ironforge Airport, briefly devastating it. In additioh they
were enthralled by the Fire Lord Ragnos and thus many fire
elementals could be found in their armies.
The Scarlet Crusade is a fanatical organization of paladins
By BFA, the majority of this faction has joined the Alliance. and priests, made up of the survivors of Lordaeron, that
sought the utter destruction of the Scourge. To that end
they showed little distinction between the Scourge and the
Defias Brotherhood Forsaken, which cause problems with the burgeoning
Horde. Eventually their fanaticism led them to engage any after the War of the Ancients ended they gathered en
non-infected Human or non-Humans in general who masse and attacked. Such were their numbers at this point
werenot part of the Crusade, viewing them as Scourge that they roughly equaled the Night Elven armies, and many
sympathizers or, in the case of other races, as "polluting" of them were powerful spellcasters to boot. To supplement
the Human's world. Horrified at how fanatical they had themselves they also allied with demons left behind by the
become, the last reasonable members left the order to join previous invasion.
the new Argent Dawn group, which would play a role in the
Lich King's death. The Night Elves suffered heavy losses at first. However in
time a small sub-faction of druids began to embrace a
While the Alliance didn't mind the Crusade targeting the powerful but highly dangerous banned form of
Horde, it was infuriated by the second. While the Forsaken shapeshifting: the Worgen form. This power proved to be so
and the Horde were undoubtedly played the largest role in incredible that it broke the Satyr’s hold, and ever since they
countering the crusade, the Alliance sent in assassins too have been a scattered population whose only threat is
until recently and directly sought to suppress their through aiding the Old Gods or Burning Legion, depending
operations in Northrend. In its war against the Lich King, on who is available. Satyrs live to corrupt….everything.
Horde, Alliance, and all other things that invoked its Whether working for the Old Gods or Burning Legion or
intolerance, the Scarlet Crusade launched an invasion . their own devices, it doesn’t matter, for the Satyr objective is
This time the manipulation of the daemon behind them was to pervert and destroy.
revealed. In Cataclysm the Alliance sponsored a Scarlet
Crusade renegade named "Joseph the Insane" to kill off
what remained of the old leadership and build a stronghold As a faction the Satyrs employ many terrible and dark
right on the border of Sylvannas's land. magics, including daemonic minions or overlords. Through
dark rituals they can apparently turn members of other
races into them, boosting their numbers over time. At times
In addition to the holy light and legions of footmen, they they might experiment, such as the occurrence when they
made use of warlocks that could turn into daemons and used plague-bearing rats or enslaved a race of grell.
death knights.
Fel Orcs:
At first, thanks to the power of Netherwing Dragons, Nether Murlocs are an ancient race that has emerged, in recent
Rays and many thousands of Orcs, Ragnok beat the times, randomly from just about every body of water to
Alliance-Horde expeditionary force back. Yet the tide turned trouble basically everyone. Some suspect that they are
when Alliance paladin hero Jarod Mace seized control of a mere agents of more viscous factions such as the Naga or
Netherwing and boarded Ragnok's netherwing mount. another deep sea horror however this is as yet unknown.
Simultaneously blue dragon Tyrygosa worked to subvert his Murlocs attack with ferocity that is legend among their
control of the Netherwings. Together they pulled the Fel Orc enemies, and a surprising amount of coordination too,
lines apart, destroying their one serious attempt to pose a known to be viscous packhunters that tries to lure foes to
threat. Thereafter Fel Orc tribes just appear as minor the water whenever possible. They mainly utilize primitive
threats, or part of a larger one (like Illidari Legions). magic and weaponry, however those that underestimate
them find to their folly just how deadly these fish-people can
be.
LOCALIZED THREATS
The following are threats that have, at most, only really
posed a threat to a single region and are, for the most part,
considered nuisances.
Vyrkul The Troggs are a primitive titan creation that has remained
The Vyrkul are a race of giant Northerners who were once burief for thousands of years. They are tough, brutish, and
the proginitors of mankind. They stand on average 10 feet ferocious in battle, their stone flesh ensuring that they are
tall and are fierce warriors, with both sexes dedicating their all, to a trogg, difficult to kill. Worse they are extremely
entire lives to warfare and combat. A faction of them, like proficient diggers and often erupt in random places to attack
the Norse of our history, dedicated themselves solely to anything they see with swarm like numbers. They exist
raiding via longships. They were accomplished magicians, primarily as a nuisance race plaguing the Dwarfs.
able to cloud entire islands in mists, and rode upon bear
and proto-dragons into battle. There are many pirate organizations in Warcraft, ranging
from the terrible Bloodsail Buccuneers to the Pirate capital
Iron Dwarves :Throughout their campaign in Northrend, the of Freehold. Many of these groups exist only to raid, while
Alliance/Horde was assailed by the crazy, obsessed others work with shadowy organizations like the Ashvane
followers of the Titans. These were various individuals who company and are gifted with fearsome armaments.
could not recognize the reality of what is and instead sought
what once was. They wielded advanced technology and
ancient magic, and of course were divided into sub-factions.
The first such was a fight with Mechagnomes, in which the
Mechagnome sought to help nearby Alliance gnomes by
The Primals are a faction of malovelent plant men that are
known for their widespread use of druid magic. However,
they have no respect for life that isn’t their own and, for that
reason, the Botani keepers use giant centaur-like
Genasaurs to cause rampant life to erupt wherever they go,
along with spores that cause organic beings to literally
deteriorate into plant food or else become fungal zombies.
Sethrak Empire : A Snake-people empire on the ride, Ambient Wildlife: In addition to all these factions, the
whose followers make heavy use of electricity and desert wildlife itself has often proved threatening on Draenor,
based magic. In fact whenever they conquer a place the Outland, Argus and Azeroth. Such threats include corrupted
environment is magically altered to resemble a desert. beasts, giant spiders, viscious pack hunters like ravagers
Typically uses a lot of poison based weaponry, lightning and more.
cannons and rides upon giant armored krolusks which are
basically land trilobites.
The Drust were a race defeated millennia ago by Kul Tiran In combat Felguards use an arsenal of giant spears, flails,
settlers after a genocidal war, yet have persisted and halberds, axes and claymores, with an occasional thrown
eventually returned in Battle for Azeroth. Among other axe (also huge) at short range. Though shown to be
tactics, they made use of mass sorcery to drive all animals, relatively disciplined for daemons, they are capable of
from bears to does to little rabits, violently insane and falling into a orc like bloodrage in combat, boosting their
hungry for flesh, turned into populations into viscious melee capabilities and swinging blades around in wide
pigmen, utilized mass mind control on military regiments, ranging arcs.
resurrected the dead, fostered and used witch cults, and Felguards are often led by elite daemons known as
made use of Witcher or stone monsters that ranged in size Wrathguards, who are Eredar that have perfected the art of
from dyrad to ent. combat, using dual swords with equal skill. Too, they are
sometimes given a bodyguard role by their masters. If the and malovelent than a Void Walker, possess more powerful
Felguard specializes in brute force, the wrathguard spells and have some odd form of metal plating.
combines that with incredible finesse. Offensive: Extreme strength combined with frostbite-like
touch and a aura that slowly saps life from nearby enemies.
Offensive: Most Felguard are armed with giant, almost They can use short ranged spells that invoke suffering, fear
man-sized weapons with an optional throwing axe (that is or torment in their foes. A few might be able to cast long
still pretty large). A few can empower their weapons with fel ranged shadow bolts.
fire or even breathe flame! Defensive: Extremely durable courtesy of their composition
Wrathguard possess dual felswords and often empower (Living shadows) though not incorporeal. They can bolster
their weapons with fel, sometimes using felfire at range. their vitality or defense with void based spells. Rarely, a few
Defensive: With the exception of their chests, felguards& might have some form of plate armor.
Wrathguards are covered in plate armor. A very select few
might be able to make hazardous fel-flames emanate from
their person. Packs of Imps
Void Walkers
Succubus
Role: Seduction
Max Range: Spell
Preferred Range: Couple of meters
Training: 5
Mobility: 5
A succubus is a stunningly beautiful woman wearing leather
with large bat wings unfurling from her back and a set of
horns above her forehead. Such fair looks belies their Mobility: 5
nature, for Succubi revel in causing anguish, and serve the Training/Experience: Demonic (immortality)
Burning Legion by conducting nightmarish interrogations. Max Range: Battlefield Spell- Couple hundred meters
Creatures of incredible mental powers, they can lull those of Preferred Range: Usually melee
weak minds into their servitude Succubi know much about Role: Zealous Priests, Battlefield Support
love and are described as devourers of souls, destroyers of
hearts, dominators of minds, and tempters of men. The Shivarra can be called the priestly caste of the Burning
In combat Succubi do not have the sheer brute force of the Legion, carrying out Sargeras’s will with a fervor that goes
felguard, the magical prowess of the Doomguard or the beyond even other daemons. Extremely charismatic, these
specialized anti-magic of the felhound. Instead, her prowess demons often are utilized to help whip other daemons into
is in seduction and manipulating the minds of the enemy. In fervor. They are also second only to the Succubi when it
combat they can temporarily distract the minds of the comes to a love of the arts of seduction and infliction of
enemy and the most powerful can essentially cast mind pain.
control, seducing the target in a manner only the death of
the succubi will disrupt. During the Legion invasion of
In battle the Shivarra are primarily a dark priestess race In physical combat, a Doomguard is going to be a difficult
though with significant melee capabilities. Spell types they opponent for most foes due to sheer size, bulk and deadly
are capable of using include soul-rending fel fire, torment claws capable of tearing through armor, with some wielding
inducing mystical pain, life draining shadow magic, and great swords or glaives. However, their real specialty is
mental manipulation such as the ability to invoke terror, ranged combat as they make use of many spells that a
confusion or temporarily dementia on a target. They are Warlock can. They can call down a literal rain of fire,
also shown, in the Illidari campaign quests, to be expert unleash large volleys of shadowbolts, emit blast waves, or
portal practitioners and many demon hunter assaults are control felfire against enemies. However, their most feared
enabled thanks to Shivarra priestesses creating opportune abilities (both in lore and in gameplay) are the dreaded
portals. Finally, courtesy of their six arms, the Shivarra are curses such as Curse of Agony, Enfeeble- which cripples an
shown to be masterful swordsmen. It doesn’t hurt that they enemy for a period of time- and the dreaded DoomGuard’s
can be over twenty feet tall, either. Curse, which blocks all healing to an enemy character and
inflicts a massive amount of shadow damage after a short
. time.
Offensive: Up to six sword arms combined with Offensive: Claws or a Sword or Halberd like weapon for
superhuman strength. Many Shivarra are also skilled magic melee. At range they primarily use fel and shadow magic.
users.
Defensive: More durable that most mortals however they Defensive: Metal armor covering portions of their body.
usually wear little armor. If slain except in a place saturated Some lore suggests they have magic resistance.
by Fel the Shivarra, like most daemons, will retain their
souls and may be summoned back later on.
Infernals
Doomgaurd
Training : 5
Mobility 4
Max Range: Couple of meters
Preferred Range: Melee
Role: Smashing
Infernals are nearly mindless amalgamations of matter and
Role: Spell and Combat fel energy, created by more powerful and intelligent
Max Range: Spell demons. Acting as living siege weapons, these brutes use
Preferred Range: Spell blazing fists of fel fire and stone to hammer down the
Training: 8-10 defenses of their enemies. Falling to earth as green, molten
Mobility: 9 (Can Fly) meteorites, infernals exist only to destroy every living thing
in their path. Though their lifespans are limited, the mighty
infernals have been known to destroy entire cities before
Doomguards are hulking daemons- weighing over 4,000 lbs their energies dissipated back into the Great Dark Beyond.
and standing over 10 feet tall- serve as the Burning Legion’s In combat imagine a giant made of powerful fel stone that
captains, elite guards and generals. Powerful and whose very presence is deadly to be in, animated and sent
deliberate, these winged aberrations are known across the into battle utterly without fear. Standing somewhere
cosmos for their brutality. They are some of the most between 20-30 feet tall to many stories tall (Infernals vary
formidable troops the Burning Legion has sent at Azeroth greatly in size) these daemons exist only to crush, pummel,
and, for that reason, only the most powerful warlocks can or crash through whatever obstacles-living or not-lay in their
control one temporarily, much less permanently. path. Though most are mindless, a few are capable of fire
spells at range, even calling upon car sized fel meteors to
rain down.
Infernals arrive via crashing into the earth like a meteor. In
the Legion cinematic trailer, one of these immortals
destroyed a steel cannon battery-bunker that way, and then
tore through a couple decks of an airship. An infernal
arriving within the ranks of the enemy may scatter it.
Offensive: A massive, hulking monster that likes to smash.
Worse this thing constantly emanates fel fire in a couple
meter radius around it, ensuring that just being under its
shadow is deadly. A few might be capable of basic fel fire
spells.
The Warlocks have trained these giant creatures to fire
great boulders of fel-infused rock at the enemy. This has the
range of a catapult and would likely explode upon impact.
Defensive: Magically enhanced rock. It should be noted
that, in Warcraft 3, this unit was entirely immune to enemy
magic and though some WOW quests suggest that is not
entirely the case at current, they are likely heavily magic
resistant.
Additional Factors: An infernal’s spirit is bound to its core.
If this is recovered, a skilled Warlock can quickly remake
the infernal. These creatures are rare though, used
sporadically as independent agents by the Black Council
and occasionally as combat companions by the most
powerful warlocks.