The Burning Crusade Dranei Abilities,Draenei Starting Areas

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Draenei

The Draenei are the new Alliance race. These noble beings are members of the Eredar, a noble race that flourished 25,000 years before the events of the World of Warcraft. Unfortunately, most of the race was corrupted and enslaved by Sargeras, a mighty, insane god that created the Burning Legion. Some, however, escaped enslavement and managed to flee their world. Led by Velen, these group of uncorrupted Eredar have renamed themselved the Draenei, which means "exiled ones" in their tongue. Although the corrupted Eredar have chased them for millenia, the Draenei have managed to retain their society and evade destruction. The Legion struck a mighty blow against them, however, when it corrupted the Orcs of the planet Draenor and set them upon the Draenei, wiping out a large proportion of them.

In a desperate attempt to flee, Velen and the remaining Draenei hijacked a cosmic ship known as the Exodar and used it to shift through the dimensions around Draenor. They wound up above Azeroth, the world where the World of Warcraft is set, and crash landed on a island in the northwestern corner of Kalimdor, where they've begun seeking diplomatic ties with the Alliance and to aid them in their fight against the Horde.

Dranei Abilities

The Draenei are capable of creating characters in the following classes:

  • Hunter
  • Mage
  • Paladin
  • Priest
  • Shaman
  • Warrior

The Draenei are the only Alliance race that can become Shamans, and thus bring some fresh blood in multiple senses to the Alliance. They have a number of new abilities as well.

Jewelcutting: Adds a passive five points to a Draenei's Jewelcrafting skill. This is a fair bit less than the 15 points in Engineering that gnomes get, for instance, and won't be worth anything to Draenei who don't take the Jewelcrafting skill.

Gift of the Naaru: All Draenei characters have a built-in healing ability that acts as a somewhat weaker version of Renew. It heals the target (you can cast it on yourself) for 50 health plus 15 health per character level over 15 seconds. There is a 1.5 second casting time, but that's short enough to allow warriors and other melee characters to cast it on themselves in the middle of a one-on-one fight. This can shorten your downtime in PVE or allow you to get a second wind in a PVP fight, but there is a three minute cooldown, so it won't be useful to you in every fight. Priests and shamans will probably have better healing spells available to them, so they won't need to use this overmuch. For non-healing characters, though, this will probably come in handy, even if it probably won't replace First Aid anytime soon.

Inspiring Presence: Mages, Priests, and Shamans can all increase the chance to hit with spells by 1% for themselves and all party members nearby.

Heroic Presence: Hunters, Paladins, and Warriors can all increase the chance to hit with weapons by 1% for themselves and all party members nearby. While this (and Inspiring Presence) probably don't stack, they're still a very handy ability to have, especially when you're facing off enemies a level or two above you. They also go along nicely with Paladin auras.

Shadow Resistance: All Draenei get a 10 point bonus to their Shadow Resistance.

Draenei Starting Areas

The Draenei start in Azuremyst Isle, in the extreme northwestern corner of Kalimdor, near the starting zone for Elves. The early quests revolve around attempting to reverse the damage caused by the numerous crystals which fractured off of the Exodar as it crashed; many of them have leaked energy into the environment, corrupting the surrounding flora and fauna. As you progress through to the second island of the Draenei, Bloodmyst Isle, you'll start dealing with Blood Elf spies who have infiltrated the island and whom are attempting to draw power from the crystals themselves.

The Exodar has all of the main features that a capital city would expect: a flightpath, trainers for most classes and professions, battlemasters, and so on. Unfortunately, it, like Darnassus, is a bit remote from the other Alliance capitals of Ironforge and Stormwind, and thus will not likely be a prime destination for most players when they're strong enough to leave the islands.

If you do all or most of the quests on both islands, including the final quests involving the Vector Coil and the elite Blood Elves there, you should find yourself at or around level 18 or 19 and strong enough to travel south to Darkshore via the ship that docks south of the Exodar and do some of the quests there, if you like, or simply skip straight to Ashenvale and quest there.

On the other hand, if you want to get right to the meat of the Alliance and head straight to the Deadmines, you'll have to partake in the classic Wetlands run. Take the boat on the south side of the Auberdine docks in Darkshore to Menethil Harbor and run to the east, following the road to Loch Modan and from there through Dun Morogh and into Ironforge, where you'll be able to fly or take the tram to Stormwind. You can perform this run at any level you like if you want to join up with dwarf or human friends, but you can expect a heck of a lot of dying in the Wetlands if you head along the path there too early.


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