Choosing a race

If you're new to the game, you're faced with a lot of choices. The most important of these choices is without a doubt what class you want to be. Then, along with choosing a faction, you must choose a race.

The race you choose for your character determines their looks, starting location, classes available, some racial traits, and the faction he or she will belong to. All these subjects are covered in more detail in this article.

One thing you should know before starting this process is that, unlike a class, your race and faction are not set in stone. As of September 2 2009 in the US and September 17 2009 in the EU, players may now choose to change their Faction for a fee of $30.00 in the Account Management Page. Also, as of October 27th, 2009 for US and EU, players may now also change races for a fee of $25.00 in the Account Management Page. See the Faction Change service and the Race Change service pages for more in-depth information on the two services.

What playable races are there?
Well, in World of Warcaft, there are two factions: the Alliance and the Horde. Each faction currently has 5 race options to them.

The races for the Alliance are the dwarves, gnomes, humans, night elves, and the draenei. The worgen are also playable for the Alliance as of the Cataclysm.

The races for the Horde are the orcs, tauren, trolls, undead, and the blood elves. The goblins are also playable for the Horde as of the Cataclysm. Click on an individual link for in-depth information on each specific race.

Choosing a race
Each of these races has unique racial traits (also known as racials) and certain playable classes available to them. These racial traits and class options help them to accomplish their goals in the world, by giving advantages in or out of combat. Racial traits can be either passive or active.

Some people recommend choosing what looks good for you, as many race characteristics are not so important after the early levels. Also, the lore and background can be a factor for you if you enjoy roleplaying.

Characters can only talk, group, and create guilds with players from their own faction. Certain zones and cities in the world are also friendly to one faction while hostile to the other. Additionally, certain quests can only be completed by members of one faction and not the other.

Class and race
The tables below outline which player class is available to a race (denoted by X). For further details on how different races influence different classes, see the article of each race or class.

Starting Areas
The zone you begin in depends on your race (unless you are a death knight). The Blood Elf and Draenei starting areas (Eversong Woods and Azuremyst Isle, which were added in, and can only be accessed with, the Burning Crusade expansion), are generally agreed to provide a smoother, more enjoyable leveling experience with better-designed rewards. However, any race can level in any starting zone of the same faction, you'll just have to hoof it over there. You'll probably want to reach level 5 where you start and then travel to the new zone.

Racial traits
As mentioned above, different races have different racials. However, there are cases where having the right racials can be a life saver. A short explanation of all the racial traits follows.

Dwarf

 * Stoneform : Activate to remove poison, disease, and bleed effects; +10% Armor; Lasts 8 seconds. 2 minute cooldown.


 * Gun Specialization : increases chance to critically hit with Guns by 1%.


 * Mace Specialization : Increases expertise with maces and two-handed maces by 5.


 * Frost Resistance : Reduces the chance you will be hit by Frost spells by 2%.


 * Find Treasure : Activate to see treasure chests on mini map - lasts until canceled - no cooldown.

Treasure finding also marks many "node-type" quest items on the mini map.

Gnome

 * Escape Artist : Escape the effects of any immobilization or movement speed reduction effect. Instant cast. 1 min, 45 sec cooldown as of Patch 2.3 (was 1 min).


 * Expansive Mind : Increase Intellect by 5%.


 * Arcane Resistance : Reduces the chance you will be hit by Arcane spells by 2%.


 * Engineering Specialist : 15 point skill bonus to Engineering (note, this also raises the cap by 15 at each level of Engineering).

Human

 * Every Man for Himself : Removes all movement impairing effects and all effects which cause loss of control of your character. This effect shares a cooldown with other similar effects, 2 minute cooldown.


 * Perception : Increases your Stealth detection, passive.


 * Diplomacy : Reputation gains increased by 10%.


 * The Human Spirit : Increase spirit by 3%.


 * Mace Specialization : Increases expertise with maces and two-handed maces by 3.


 * Sword Specialization : Increases expertise with swords and two-handed swords by 3.

Night elf

 * Shadowmeld : Activate to slip into the shadows, reducing the chance for enemies to detect your presence. Lasts until canceled or upon moving. Any threat is restored versus enemies still in combat upon cancellation of this effect, 2 minute cooldown.


 * Quickness : Reduces the chance that melee and ranged attackers will hit you by 2%.


 * Wisp Spirit : Transform into a wisp upon death, increasing speed by 75%.


 * Elusiveness: Reduces the chance enemies have to detect you while Shadowmelded or Stealthed.


 * Nature Resistance : Reduces the chance you will be hit by Nature spells by 2%.

Draenei

 * Gift of the Naaru : Heals the target of X damage over 15sec. The amount healed is increased based on the caster's Spell Power or Attack Power, whichever is higher. 3 minute cooldown.


 * Heroic Presence : Increases chance to hit with all spells and attacks by 1% for you and all party members within 30 yards.


 * Gemcutting : 5 point skill bonus to Jewelcrafting (note, this also raises the cap by 5 at each level of jewelcrafting).


 * Shadow Resistance : Reduces the chance you will be hit by Shadow spells by 2%.

Orc

 * Blood Fury : Activate to increase attack power and spell damage/healing by an amount based on level/class for 15 seconds. 2 minute cooldown.


 * Hardiness : Reduces duration of stun effects by 15%.


 * Command : Damage done by death knight, hunter, shaman and warlock pets increased by 5%.


 * Axe Specialization : Expertise with Fist Weapons, One- and Two-handed Axes increased by 5.

Tauren

 * War Stomp : Activate to stun opponents - Stuns up to 5 enemies within 8 yards for 2 seconds. 2 minute cooldown.


 * Endurance : Base health increased by 5%.


 * Cultivation : 15 point skill bonus to Herbalism (note, this also raises the cap by 15 at each level of herbalism).


 * Nature Resistance : Reduces the chance you will be hit by Nature spells by 2%.

Troll

 * Berserking : Activate to increase attack and casting speed by 20% for 10 seconds. Changed in 3.2 from: (Speed is raised by 10% at full health, increasing as health is lost to a maximum bonus of 30%.) 3 minute cooldown.


 * Regeneration : Increase health regeneration bonus by 10%. Also allows 10% of normal health regen during combat.


 * Beast Slaying : 5% damage bonus when fighting against Beasts.


 * Throwing Specialization : Increases chance to critically hit with Throwing Weapon by 1%.


 * Bow Specialization : Increase Bow critical strike chance by 1%.


 * Da Voodoo Shuffle : Reduces the duration of all movement impairing effects by 15%. Trolls be flippin' out mon!

Undead

 * Will of the Forsaken : Removes any Charm, Fear and Sleep effect. 2 minute cooldown.


 * Cannibalize : When activated, regenerates 7% of total health every 2 seconds for 10 seconds. Only works on Humanoid or Undead corpses within 5 yards.  Any movement, action, or damage taken while Cannibalizing will cancel the effect.


 * Underwater Breathing : Underwater breath lasts 233% longer than normal.


 * Shadow Resistance : Reduces the chance you will be hit by Shadow spells by 2%.

Blood elf

 * Arcane Torrent : Activate to silence all enemies within 8 yards for 2 seconds. In addition, you gain 15 Energy, 15 Runic Power or 6% Mana. 2 min. cooldown.


 * Arcane Affinity : 10 point skill bonus to Enchanting (note, this also raises the cap by 10 at each level of enchanting).


 * Magic Resistance : Reduces the chance you will be hit by spells by 2%.