Warcraft 3 manual pdf




















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Jump to Page. Not for any monetary gain. With each coming update, all changes will be noted in the Changelog--Link is provided below. Likewise we've provided a link to our racial balance shreadsheet, using the rules of Detect Balance by Eleazzaar. We're a relatively small group working together on this, and as such our ability to playtest all of this is limited in scope. If you want to help better this book, improve and balance what's inside it, suggest changes, or talk with others using this to create a Warcraft campaign.

We also have a discord that you can join if you want to come talk with us and others using this handbook for their campaigns! All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

Armies and factions have always defined the Warcraft world, and two of the most powerful factions on Azeroth today are the Alliance and Horde. Most players belong to one or the other faction, although anomalies do exist.

It is as much a part of the hero as their class or background. All characters in a party are usually of the same faction. Although every race has an affiliation, there are excep-tions. Creating a character outside their normal affiliation is challenging, but offers a great role play opportunities for the player. Some suggestions are listed below. The Alliance have proven themselves to be fierce combatants, often giving their lives when called for. The faction is not a uniform governmental body, but is a coalition of mutual military and economic aid.

Diplomacy is key with in the Alliance and decisions are traditionally made by being voted on by the Alliance's most influential members.

Stormwind is described as the most powerful force in the now multiracial Alliance. With it becoming the de facto leader of the remaining human kingdoms and entering a powerful alliance with the strongest dwarven kingdom, Ironforge, Stormwind has thus been shown to be the most influential kingdom and therefore the de facto driving force of Alliance politics.

Therefore, Stormwind is undisputedly looked to for maintaining the Alliance and its policies. Stormwind is where the main superpowers of the Alliance conference to discuss world issues and mutual defense.

The majority of Alliance citizens also recognizes Stormwind City as the heart of the Alliance. The High King coordinates the workings of the Alliance's armies in order to safeguard the Alliance's interests and defense. Even now, as always, humans are the glue that hold the Alliance together, being the most numerous and diplomatic of the member races. The armies of Stormwind are primarily stationed in the southern Eastern Kingdoms, securing regions such as Elwynn Forest, Duskwood, Westfall, and the Redridge mountains.

As well as having outposts and bases stationed at key points in Lordaeron, Northrend, and Kalimdor. The armies of Ironforge are mainly stationed in Khaz Modan along with their gnome allies, and the night elven armies are mainly defending northern Kalimdor from the Horde's deforestation of the Ashenvale. The remaining draenei forces are still trying to secure their new home on Azuremyst Isle, and are also stationed in Outland.

The recently brought in Gil- nean armies are defending them- selves from the endless Forsaken. The Horde makes no compromises when it comes to excellence, and the power and ferocity of their warriors is legendary. Misunderstood by many as evil, the Horde possesses a strong code of honor and strict laws for disobedience.

All members of the Horde have to swear a blood oath to join the faction and are thus obligated to follow the warchief's commands and support the warchief in war if the warchief calls upon them for aid.

The position of warchief can be attained by having the previous warchief choose a successor or challenging the current warchief to a Mak'gora: a prearranged duel with deadly weapons between two people following a formal procedure in the presence of witnesses and traditionally fought until one party yields or is killed, usually to settle a quarrel involving a point of honor.

Above all else, the title warchief is granted to those who display strength and decisive action. The warchief may accept ambassadors and advisors from all the different tribes and members of the Horde to makes sure their voice is heard in the running of the fledgling hegemony but ultimately, only the warchief may have the final say in matters concerning the entire Horde.

Each race within the Horde choose a single leader to govern their people and their people's kingdoms and also to represent their people in the high Horde echelon. Despite their somewhat monstrous appearance, the majority of the Horde is not evil, much like the Alliance, it is comprised of diverse factions and individuals who possess a wide range of values and virtues.

Even so, there is one expectation that must be met when joining the Horde: regardless of gender or station, all are expected to pull their own weight and give their talents for the betterment of the Horde.

When weakness is a liability to the of the Horde, it is the duty of the strong to usurp control from the incompetent and redeem the Horde. Lok'tar ogar! Victory or death - These words bind one to the Horde. For they are the most sacred and fundamental of truths to any warrior of the Horde, for the Horde, failure is not an option. Culturally, orcs and tauren believe in redemption more than most other races on Azeroth and are willing to give almost anyone a chance, regardless of reputation.

The trolls seem to have even accepted, if not at least tolerate their ancient enemy the blood elves. Largely because of these beliefs, a number of mortal races and many diverse factions can be found in bservice to the Horde. Voices chatter in countless dialects of different languages. The smells of cooking in dozens of different cuisines mingle with the odors of crowded streets and poor sanitation.

Buildings in myriad architectural styles display the diverse origins of their inhabitants. And the people themselves represent many different races, from gnomes and stout dwarves to majestically beautiful elves, mingling among a variety of humans. Scattered among the common races: a draenei here, pushing his way through the crowd, and a sly worgen there, lurking in the shadows.

Night elves and dwarves live and work alongside humans. And there, a lone pandaren — a wanderer from the shifting isles of the ever expanding great sea, trying to make his way in a world unknown.

Not every intelligent race of the multiverse is appropriate for a player-controlled adventurer. The ones presented in this book are the races most well known to become adventurers and heroes, spread throughout every corner of Azeroth's continents.

Your choice of race affects many different aspects of your character. It establishes fundamental qualities that exist throughout your character's adventuring career. When making this decision, keep in mind the kind of character you want to play.

For example, a gnome could be a good choice for a sneaky rogue, a dwarf makes a tough warrior, and an elf can be a master of arcane magic.

Your character race not only affects your ability scores and traits but also provides the cues for building your character's story. Each race's description in this chapter includes information to help you roleplay a character of that race, including personality, physical appearance, features of society, and racial alignment tendencies.

These details are suggestions to help you think about your character; adventurers can deviate widely from the norm for their race. It's worthwhile to consider why your character is different, as a helpful way to think about your character's background and personality.

The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races. The age entry notes the age when a member of the race is considered an adult, as well as the race's expected lifespan. This information can help you decide how old your character is at the start of the game. Most races have tendencies toward certain alignments, described in this entry.

These are not binding for player characters, but considering why your dwarf is chaotic, for example, in defiance of lawful dwarf society can help you better define your character. Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall.

Members of a few races are Small between 2 and 4 feet tall , which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons.

By virtue of your race, your character can speak, read, and write certain languages. Each race has their own language, with multiple dialects. Chapter 4 lists languages commonly spoken on Azeroth. Many races have subraces. Members of a subrace have the traits of the parent race in addition to the traits specified for their subrace. Relationships among the subraces vary significantly from race to race.

The following are a set of class suggestions, pulled from World of Wacraft, as the classes the Alliance races will more than likely be. It is suggested that you pick from among your race's suggested classes to keep with the thematic elements of the setting.

That said, heroes are meant to break molds and be the exception to rules, so feel free to pick a class that is not typically used by your race. If you do pick outside your racial classes though, work with your Dungeon Master to create a backstory for why you are a member of this class. You will likely notice that there are two class suggestion charts.

One for Pre-Cataclysm, and one for Post-Cataclysm. This was done because the Cataclysm is a major turning point in the history of Azeroth, and the races of the Alliance began learning new abilities and sources of power, in order to fight back against the threats that assail their world.

Prior to the Cataclysm, the Alliance races were less open to sharing knowledge of and learning about new classes and tended to stay within the traditional classes of their race. No one feels he deserves it. Because no one does. It's grace, pure and simple, we are inherently unworthy, simply because we're human.

Aye the elves, dwarves, and all the other races are flawed. But the Light loves us anyway. It loves us for what we sometimes can rise to in rare moments. It loves us for what we can do to help others. Human kingdoms have existed for thousand of years, and humans themselves for thousands more. Their short lives in comparison to dwarves and elves pushes them to achieve as much as they can in the years they are given.

Their valor, optimism, and stubbornness have led them to build some of the greatest kingdoms on Azeroth, some of which still stand a millennium later. Whatever have pushed them down, it has only strengthened the bond between those that still stand. With their penchant for migration and conquest, humans are more physically diverse than any other race. There is no typical human.

An individual can stand from 5 feet to a little over 6 feet tall and weigh from to pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond curly, kinky, or straight ; males might sport facial hair that is sparse or thick.

Humans reach adulthood in their late teens and rarely live even a single century. Humans are the most adaptable and ambitious people among Azeroth's races. They have widely varying tastes, morals, and customs in the many different kingdoms where they have settled. When they settle though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries.

An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human's memory. They live fully in the present but also plan for the future, striving to leave a lasting legacy. Despite what atrocities have happened to them, humans remain hardy and brave, thoroughly committed to building strong societies, reinforcing their kingdoms, and reclaiming lost nations.

Years of war have tempered their resolve, and they are more determined than ever before. Their value of virtue, honor and courage shine their ranks. Among all human nations, the holy light is a central part of civilized society. By most it is considered the only religion and a staple of worship, respect, and honor. The religion is widely worshiped throughout Azeroth, yet humans were the first to utilize its powers in an offensive manner with the creation of paladins.

Throughout their kingdoms, churches of the holy light can be found, an organization dedicated to creating a world of honor, and justice. Humans began the Alliance and it could not exist without them. Humans and orcs joined forces to face the Burning Legion years ago, but old habits returned once they dispatched the demon threat. Although the Alliance and Horde leaders bear a healthy respect for each another, old racial hatreds still stir within the hearts of their troops.

They respect the races of their alliance, and carries no ill wish against any of them. They know they are the center stone of the alliance, and that a good relationship is key. Having so much more variety than other cultures, humans as a whole have no typical names.

Some human parents give their children names from other languages, such as Dwarven or Darnassian, but most parents give names that are linked to their region's culture or to the naming traditions of their ancestors. The material culture and physical characteristics of humans can change wildly from region to region.

For example, the clothing, architecture, cuisine, music, and literature are different in the peninsula of Gilneas than in the southern kingdom of Stormwind. Human physical characteristics, though, vary according to the ancient migrations of the earliest humans, so that the humans of the Eastern Kingdoms have every possible variation of coloration and features. Seven human kingdoms and ethnic groups are widely recognized.

These groups, and the typical names of their members, can be used as inspiration no matter which kingdom your human is in.

Found in the Alterac mountains, Alteracis are of moderate height and muscular built, with skin hues of pale and fair skin. Their hair is usually silver or blonde, and their eye color varies widely, though light colorations are common.

Alteraci Names: Alteracis generally use names taken from the humans of Stromgarde or Lordaeron, and have no names specific to them. Dalaranians are slender, fair-skinned folk with brown hair that ranges from blond to almost black.

Most are of moderate height and have blue or green eyes. But these traits are hardly universal. Humans of Dalaran come from far and wide across the Eastern Kingdoms to study or seek refuge within the floating city. Dalaranian Names: Dalaranians have no names specific to them, the ethnicity of their people vary beyond mere humans and names are used from a variety of races.

Gilneans are tall, fair to amber-skinned folk with blue or steely gray eyes. Most have hair ranging from wine-red or light brown to raven-black. Native to the Kul Tiran isles, tirasians are generally tall and muscular, with fair to amber skin similar to that of gilneans, brown to black hair, and light colored eyes. Widespread along the Eastern Kingdoms northern realm, Lordaeronians are of medium height and slender built, with pale skin.

Their hair and eye color varies widely, but silver or light colored hair and blue eyes are common. Found within the southern region of the Eastern King-doms, Stormwindians are of moderate height and build, with skin hues ranging from tawny to fair. Their hair varies widely from blonde to brown, as does their eyes, though brown is most common.

Shorter in build than most other humans, Stromics have generally pale skin contrasted by brown or black hair, and dark colored eyes. It's hard to make generalizations about humans, no matter where you were born your character has these traits. Ability Score Increase.

One ability score of your choice increases by 2, and another ability score of your choice increases by 1. Humans reach adulthood in their late teens and live less than a century. Humans tend toward no particular alignment. The best and the worst are found among them. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall, averaging at pounds.

Your size is Medium. Human Resolve. When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Dwarven curses, Darnassian musical expressions, Gnomish tongue twisters, and so on.

And here are the why and the how, to again become one with the mountain. For behold, we are the earthen, of the land, and its soul is ours, its pain is ours, its heartbeat is ours.

We sing its song and weep for its beauty. For who would not wish to return home? That is the why, O children of the earth. Their kingdom rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and roaring forges, a commitment to clan and tradition, these common threads unite all dwarves.

Within the mountains of Khaz Modan, they continue their ancient ways, extending the depth of their halls, and con-structing marvels of architecture,. The undiscovered fragments of their past have led the dwarves on an unprecedented exodus of of exploration to seek out their origins.

Seeking out their origins, the dwarves have dispatched prospectors across all of Lordaeron in order to seek out signs of the Titans, the supposed creators of the dwarves.

The dwarves have embraced the idea that it is their purpose to search the world for more signs of proof of their heritage. Dwarven outposts exist in the most desolate of places on Azeroth. Here, the dwarves spend their time seeking out the secrets of ancient times, or simply use their outposts as staging grounds for expeditions to clear out their enemies so that they may continue their quest. Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal.

Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller.

Their courage and endurance are also easily a match for any of the larger folk. Dwarves skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth.

With their dark iron kin having notably darker skin of gray to coal-black. Their hair, worn long but in simple styles, is usually black, gray, or brown, though wildhammer dwarves often have red hair.

Male dwarves value their beards highly and groom them carefully. Dwarves are a proud, stern and determined people with streaks of kindness hidden under the gruff exteriors of their sturdy frames. Their love for battle, invention and exploration impels them ever forward to discover and unearth the mysteries of their heritage, educating them further about those who first created the dwarven race.

Only recently have the dwarves discovered the legacy of their ancient progenitors, the Titans. As the dwarves begin to delve deeper into the mysteries of their past, they also begin to uncover deeper enigmas.

Still, they keep to the forges and workshops, ever inno-vating and creating new and more effective ways of warfare. Steam powered technology and firearms originate from dwarven inventiveness and creativity. The stout race is renowned for its skills at battle and also as cunning engineers and crafters.

Dwarves are part of the alliance. While the dwarves of Khaz Modan appreciate the fighting skill of the Horde, it is with grim eyes that they look upon the orcs and their allies, the trolls and the Forsaken. While the darnassian elves may share the same allegiances, the dwarves look upon them with suspicion and some trepidation.

Humans, however, are the staunch and constant allies of the dwarven people and find welcome, favor and kindness when in dwarven lands. Dwarves typically have names reflecting the sturdy nature of their past.

Many also have surnames that were earned by a member of the family in service during a quest or in a particular moment of notoriety or infamy that has now become part of a family legacy.

Dwarves mature at the same rate as humans, but they're considered young until they reach the age of On average, they live about years. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that all deserve to share in the benefits of a just order.

Dwarves stand between 4 and 5 feet tall and average about pounds. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.

You can't discern color in darkness, only shades of gray. Whenever you make an Intelligence History check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

You can speak, read, and write Common and Dwarven. Dwarven is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. Ancient divides among dwarves have resulted in three main subraces: dark iron, ironforge, and wild-hammer dwarves.

Choose one of these subraces. Dark iron dwarves are cunning and nimble in comparison to the rest of their kin, preferring a less straight on approach to combat, and the use of darker magics. They commonly have dark grey to coal black skin, with red glowing eyes, and fiery red or black hair. You can cast the lesser restoration spell on yourself once with this trait, and you regain the ability to cast it this way when you finish a long rest.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. Ironforge dwarves are hardy and strong, the most military organized of the dwarven kin, being keen combatants, both in close quarters or from a distance, living in the snowy mountains of Dun Morogh, They tend to have lighter colorations than the rest of their kin.

Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Ironforge Training. You have proficiency with light armor, and the battleaxe, heavy crossbow, and firearm. You can use your reaction upon being hit by a melee weapon attack to give yourself resistance towards bludgeoning, piercing, and slashing damage until the start of your next turn. You must then finish a long rest to use this feature again.

Wildhammer dwarves are untamed in comparison, they live further north in the Eastern Kingdoms, minding their own business and shamanistic ways. They are taller and slenderer than other dwarves, with tanned skin, and often wearing tribal tattoos. Brave Beyond Reason. You have advantage on saving throws against being frightened. Gryphon Rider. You gain proficiency with the Animal Handling skill, and have advantage on Wisdom animal handling checks made towards gryphons.

Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. Darkness covered us in the beginning, and we could not see. We cried for guidance and the moon shone down bright upon us. Her soft light not only illuminated the night for us but also gave comfort. Her light touched us from within, enabling us to see even when the moon was not visible Proud and ancient, the kaldorei once ruled Azeroth as one powerful nation.

They were the first to study magic and let it loose throughout the world during the First war. Since then most night elves have abandoned arcane, remember-ing the chaos it brought, turning their attention to raw strength, or the powers of nature. Imposing in stature, night elves stand as one of the highest race of elves and on Azeroth, with their muscular bodies and slender builds, and long narrow ears.

Their skin range in hues of blue, from a light blue sky to the deep blue of the water. With hair varying from a lush green, to blue, to dark purple. It is customary among night elves to paint tattoos across their faces, generally depicting an animal or leaf like design, often done as a rite of passage to adulthood. Their eyes shine with a dim golden or silver glow, since the Sundering the golden glow has become ever more common amongst the night elves, a sign of their connection to nature and druidsm.

Night elves who's eyes shine silver have left their kins ways for the arcane, and is seen as an outcast by most night elves.

Night elves have made close ties to the ancients beings of Azeroth. They have a strong connection to the goddess Elune and have built temples and organizations in her name to carry on her message. The sisters of Elune have long since been the leaders of the night elven military, and official head of their civilization as a whole.

Although Elune stands above all else, the night elves also carry a deep respect and gratitude to the ancient guardians of Azeroth, also know as wild gods, many of whom have not been seen since the blessing of nordrassil. Was it not for their aid during the War of the Ancients, the night elves would have perished from the surface of Azeroth. Night Elves can live to become thousands of years of age, giving them a broad perspective on events that might trouble the shorter-lived races more deeply.

They are often more amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, whether adven-turing on a mission or learning a new skill or art, elves can be focused and relentless.

They are slow to make friends and enemies, and even slower to forget them. Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compro-mise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out.

But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, strategy, and the foces of nature. Night elves joined the alliance after the Third War. The war had cost the elves many of their former allies, who had fallen into madness and abandoned the alliance they had with the night elves. They remember the atrocities their forefathers the highborne did, and have not forgiven them for it.

Despite the grudge, they have worked together in the past when it was deemed a necessity for survival. Even though much of the kaldorei nation has joined the Alliance, many among them have chosen to stay neutral.

Night elves of the Cenarion Circle, for example, choose to stay out of the faction conflict, and turned their attention towards the protection of Azeroth's nature. Kaldorei names commonly have a hidden meaning or a meaning in Darnassian, and their surnames aren family names, derived from personal feats of the night elves ancestors, yet some amongst night elves take new family names showing their own achievements.

Your night elf character has a variety of natural abilities, the result of thousands of years of elven refinement. Your Dexterity score increases by 2, and your Wisdom score increases by 1. Night elves reach physical maturity at the pace of humans, but the night elven understanding of adulthood goes beyond physical growth. Night elves typically claim adulthood and an adult name around the age of , and can live to become thousands of years old.

Night elves live in close ties with the natural world, they have an unprecedented connection to nature and protect it fiercely, pulling many night elves towards good.

They love freedom and variety, making most lean toward the gentler aspects of chaos as well. Night elves are between 7 and 8 feet tall and weigh between and pounds.

Your size is medium. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. Nature Resistance. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Kaldorei Weapon Training.

You are proficient in longbows, kaldorei moonglaives, kaldorei moon swords, and warglaives. You can speak, read, and write Common and Darnassian. Darnassian is fluid, with subtle intonations and intricate grammar. Its literature is rich and varied, and their songs and poems are famous among other races. You never really understood, did you?

It is our loyalty to our friends that provides our truest, greatest strength My friends. It is a power that numbers cannot match. Gnomes are a diminutive, wiry race of tinkers who live underground. In the Second War, they built vehicles and gadgets for the Alliance, submarines and flying machines, to combat the Horde.

They are great mechanics and inventors, and are renowned for their knowledge and eccentric natures. The gnomes had a city, Gnomeregan, built into Ironforge Mountain. But invading troggs destroyed it and slaughtered its citizens. Many survivors moved into Khaz Modan and now live with the Dun Morogh dwarves, and a few traveled with their dwarven friends to Kalimdor.

The gnomes are still reeling from the destruction of their home city and are loath to leave the safety of the dwarven tunnels. Most gnomes on Kalimdor remain secluded in Bael Modan. Even after the decimation of their race and the destruction of their city, gnomes are an amiable and kind hearted lot. They make and keep friends easily; others find disliking a gnome to be difficult. A gnome's energy and enthusiasm for living shines through every inch of his or her tiny body.

Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles beneath their prodigious noses , and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome's insatiable interest in everything around.

A gnome's personality is writ large in his or her appearance. A male gnome's beard, in contrast to his wild hair, is kept carefully trimmed but often styled into curious forks or neat points.

A gnome's clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels. Gnomes tend to design complicated devices that are relatively safe.

Gnomes are in many ways commensurate organizers: a gnome can spend as much time organizing and planning a project as they do actually working on it. If the design fails, they try to learn why, and fix it if they can. If they meet with success, they will continue to tinker with it and improve the design, often for years afterward. Thus, many gnomish designs feature a high degree of complexity and a low chance of failure, the exceptions being those that dabble with chaos energy — but even then, they take steps to ensure the worst that could happen is a brief, non-fatal failure.

While a goblin would scream and flee at the mere thought of a cost overrun, a gnome simply shrugs and presses on. If a project fails to work correctly the first time, a gnome will continue to tinker with it, while a goblin would usually give up and move to something else.

Thus, gnomish items have very low failure rates compared to goblin items. Gnomes are members of the alliance, they are great friends of the dwarves and have fought and died alongside human soldiers. They battled the Horde in the Second War and have a bit of a grudge against orcs, but gnomes are a kindly and forgiving lot and are willing to give the orcs a second chance. Gnomes and goblins have always been rivals — though whether this rivalry is friendly or brutal depends on the individuals involved.

Gnomes have not been on Kalimdor long enough to form proper opinions about its denizens. Tauren and night elves both seem rather rustic for gnome sensibilities — but they can make friends with anyone.

Gnome parents name their children at birth. Gnome society expects them to have made their own achievements by then, and thus the gnome invents a new name that represents their own accomplish-ments. This name then takes the place of his family name. Your Intelligence increases by 2, and your Charisma by 1. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age They can live to almost years.

Gnomes are good-hearted, and even the tricksters amongst them are more playful than vicious. Those of evil alignment are often the result of madness. An innovative idea that consumed them. Gnomes are between 3 and 4 feet and generally compactly built. Your size is Small. Artificer's Lore. Whenever you make an Intelligence History check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Escape Artist. You can move through the space of any creature that is of a size larger than yours. Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Gnomish Engineering. You have proficiency with artisan's tools tinker's tools.

Starcraft 2 Finally, there is a hint of Starcraft 2 in the game, but it's nothing to get too wild over. But basically, if you beat the Night Elf campaign on the hard difficulty setting, you'll be treated to a short video of what looks like Starcraft 2 , with human space marines running around in a 3D engine.

This is just a bit of fun the developers are having with you. While it's quite likely that Blizzard is working on or soon will be working on Starcraft 2 , the footage you've seen is really just the Warcraft III engine, with some of the Dwarven riflemen re-skinned to look like Terran soldiers. Back to Intro Warcraft 3: Reforged Wiki Guide. Last Edited: 26 Mar pm. Was this guide helpful?



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