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'''Attributes''' are the basic building blocks for a character's combat ability. The five attributes are strength, agility, stamina, intellect and spirit. These five attributes appear on the [[character sheet]] under "Attributes". These are sometimes referred to as simply ''stats''.
−
[[File:RunesOfGul'dan.jpg|thumb|An orcish rune.]]
 
−
'''Orcish''' (called '''Orc''' in the pre-[[WoW]] [[Warcraft RPG]] books) is the primary [[language]] of the [[orc]]s and is used throughout the [[Horde]] [[faction]]. All Horde characters understand Orcish speech, even without explicit lore reasons (such as the [[Forsaken]] and the [[blood elves]]). Orcish is written using a combination of [[Common (language)|Common]] alphabet and runes.{{Citation needed}}<!-- Cited as LoM, WoWRPG, and WRPG - but what pages? -->
 
   
  +
A number of secondary attributes affect specific areas of combat more directly, and are often influenced in some way by a primary attribute. Secondary attributes include critical strike rate, damage absorption, attack power, spell power, and many others.
−
Orcish is a coarser language than Common, and many words lack the subtlety of Common. Orcs rely on context, repetition and volume to add emphasis or meaning.<ref name="ReferenceB">{{ref book |author= Bennie, Scott |coauthors= Richard Farrese, Bob Fitch |title= [[Horde Player's Guide]] |isbn= 9781588467720 |pages=134}}</ref> There are many orc dialects, examples include one spoken by the majority of the Horde, and another by orcs living near [[Durnholde]].<ref name="ReferenceC">{{ref book |author=Arthaus |title=[[Lands of Conflict]] |isbn=9781588469601 |pages=27}}</ref> Even separate tribes had variations of dialect that differed so much that orcs could not understand each other unless they spoke the common tongue.<ref name="RotH21">{{ref book |author= Golden, Christie |authorlink= Christie Golden |title= [[Rise of the Horde]] |isbn= 978-0-7434-7138-1 |pages=21}}</ref> The main form of the Orcish language used by all the tribes is known as common Orcish<ref>{{ref book |author= Golden, Christie |authorlink= Christie Golden |title= [[Rise of the Horde]] |isbn= 978-0-7434-7138-1 |pages=40}}</ref>.
 
   
  +
All characters inherently have some amount of each attribute that increases with [[level]] depending mainly on class. For example, a [[mage]] will have more base intellect than a rogue, who will have more base agility. Increasing these attributes is mainly done with [[equipment]], as well as temporary effects such as [[buffs]], [[elixirs]], [[scrolls]], [[aura]]s, and many other means.
−
==Orcish Primer (official translations)==
 
−
Here are a few common orcish phrases and words, for which the translations have been officially confirmed by [[Blizzard Entertainment|Blizzard]]:
 
   
  +
Nearly all [[combat]] mechanics rely in some way on one or more character attributes. Increasing the appropriate attribute will increase damage done, reduce damage taken, increase healing done, affect a character's [[mana]] or [[health]], or other benefits. Understanding how these attributes work is important for effective combat.
−
* "Aka'Magosh" = "A blessing on you and yours" <ref name="ReferenceB"/>
 
−
* "Bin mog g'thazag cha" = "I will protect you" <ref name="LotC138">{{ref book |author= Golden, Christie |authorlink= Christie Golden |title= [[Lord of the Clans]] |isbn= 978-0-7434-2690-9 |pages=138}}</ref>
 
−
* "Dabu" = "I obey" <ref name="ReferenceB"/>
 
−
* "[[Daemon|Dae'mon]]" = "Twisted soul" <ref>{{ref book |author= Golden, Christie |authorlink= Christie Golden |title= [[Rise of the Horde]] |isbn= 978-0-7434-7138-1 |pages=311}}</ref>; appears to be used in the same way as [[Man'ari]] in [[Draenei (language)|Draenei]].
 
−
* "[[Dranosh Saurfang|Dranosh]]" = "Heart of Draenor"
 
−
* "[[Gar'mak]]" = "Anguish"
 
−
* "Gol'Kosh" = "By my axe" <ref name="ReferenceB"/>
 
−
* "Grombolar" = "Bowels of the giant" <ref>{{ref book |author=Blizzard Entertainment |authorlink=Blizzard Entertainment |title=[[Warcraft II: Tides of Darkness]] Manual |pages=84}}</ref>
 
−
* "[[Grommash]]" = "The Giant's Heart" <ref>Inscription on the Monument to [[Grom Hellscream]] in [[Ashenvale]]; also mentioned in the [[Harvest Festival]] quest "{{quest|Honoring a Hero (Horde)|Honoring A Hero}}"</ref>
 
−
* "Kagh!" = "Run!" <ref name="ReferenceB"/> / <ref name="LotC138" />
 
−
* "[[Lak'tuk]]" = "Suffering"
 
−
*"[[Lo'Gosh]]" = "[[Ghost Wolf]]"
 
−
* "Lohn'goron" = "Hero's Sojourn" <ref>{{quest|Lohn'goron, Bow of the Torn-heart}}</ref>
 
−
* "Lok-Narash" = "Arm yourselves" <ref name="ReferenceB"/>
 
−
* "Lok-Regar" = "Ready for orders" [http://www.wowhead.com/?spell=58554]
 
−
* "Lok'tar!" = "Victory!" (A war cry. Also a greeting while in combat.) <ref name="ReferenceB"/>
 
−
* "Lok'tar ogar" = "Victory or death" (A war cry) <ref name="ReferenceB"/><ref>{{quest|The Battle For The Undercity (Alliance)}}, "The orcs have a battle cry: LOK'TAR OGAR! It means "victory or death."</ref>
 
−
* "Lok'amon" = Traditional orcish song sung about starting a family.<ref name="CoH34">{{ref book |author= DeCandido, Keith R.A. |authorlink= Keith R.A. DeCandido |title= [[Cycle of Hatred]] |isbn= 978-0-7434-7136-7 |pages= 34}}</ref>
 
−
* "Lok'tra" = Traditional orcish song sung about a battle.<ref name="CoH34" />
 
−
* "[[Lok'vadnod]]" = Traditional orcish song sung about the life of a hero.<ref name="CoH34" />
 
−
* "[[Mag'har]]" = "Uncorrupted" <ref>{{ref book |author= Rosenberg, Aaron |authorlink= Aaron Rosenberg |coauthors= [[Christie Golden]] |title= [[Beyond the Dark Portal]] |isbn= 978-1-4165-5086-0 |pages=355}}</ref>, brown-skinned orcs based in [[Garadar]] in [[Nagrand]].
 
−
* "Mok'nathal" = "The Sons of Nath" (honorable title) <ref>{{ref book |author= Bennie, Scott |coauthors= Richard Farrese, Bob Fitch |title= [[Horde Player's Guide]] |isbn= 9781588467720 |pages=156}}</ref>
 
−
* "[[Nagrand]]" = "Land of Winds"<ref name="RotH21" />
 
−
* "[[Oshu'Gun]]" = "Mountain of Spirits"<ref name="RotH21" />
 
−
* "Swobu" = "As you command" <ref name="ReferenceB"/>
 
−
* "Throm-Ka" = "Well met" (A greeting.) <ref name="ReferenceB"/>
 
−
* "Trk'hsk" = "Bloodshed in battle" (some orcs in the [[Durnholde]] area use the word with a different meaning, namely "that sacrificed to the earth" in order to make crops grow.)<ref name="ReferenceC"/>
 
−
* "Zug-zug" or "Zug zug" = Acknowledgment and agreement; roughly the equivalent of "okay".<ref name="ReferenceB"/>
 
   
  +
Addons such as RatingBuster [http://wow.curse.com/downloads/wow-addons/details/rating-buster.aspx] can show you the actual improvements in game to your Secondary attributes which are more directly applied to combat mechanics.
−
===Orcish Names===
 
−
Most orcish names derive from words in their language that have some complex meaning or hidden significance to their families. Typically, this is the name of a favorite thing or relative. Family names don't exist; most orcs have last names related to some great deed of heroism or honor. However, in the case of truly incredible deeds, an orc might take on the last name of his father to ensure that the chronicle of that terrific deed lives on.<ref name="ReferenceA">{{ref book |author= Arthaus |title= [[World of Warcraft: The Roleplaying Game]] |isbn=9781588467812 |pages=46}}</ref> The concept of honor is seen in every level of orc society, even in their naming practices. An orc’s first name is given early in life, often derived from a family name or the name of a great hero. The tribe bestows the second name after the orc reaches maturity, this name based upon some great deed. Such a practice gives rise to surnames such as Doomhammer, Elfkicker, Foe-ender, Skullsplitter, Thumper, and the like. This second name may be changed if a new one seems more appropriate.<ref>{{ref book |author= Arthaus |title= [[Warcraft: The Roleplaying Game]] |isbn=9781588460714 |pages=50}}</ref>
 
   
  +
== Strength ==
−
*Male Names: Grom, Thrum, Drog, Gorrum, Harg, Thurg, Karg.
 
  +
{{seealso|Attack power}}
−
*Female Names: Groma, Hargu, Igrim, Agra, Dragga, Grima.
 
−
*Family Names: Doomhammer, Deadeye, Forebinder, Elfkiller, Skullsplitter, Axeripper, Tearshorn, Fistcrusher.
 
−
<ref name="ReferenceA"/>
 
   
  +
Strength (often abbreviated STR) has the following effects:
−
=== Untranslated Orcish phrases===
 
−
* '''Gol'Kosh''' - yelled by [[Warsong Vanguard]] as they charge [[Ranewood Tower]] (this phrase is masked in Orcish text to Alliance players but appears as "Gol'Kosh" to Horde players without any other translation).
 
−
* '''[[Gor'gaz Outpost|Gor'gaz]]''' - [[Fel orc]] camp in [[Hellfire Peninsula]].
 
−
* '''[[Grangol'var Village|Grangol'var]]''' - [[Shadow Council]] village in [[Terokkar Forest]].
 
−
* '''[[Grom'gol Base Camp|Grom'gol]]''' - [[Horde]] camp in [[Stranglethorn Vale]]. Probably means "Giant's Axe" or "Giant Axe."
 
−
* '''Gor-dook''' - Warcraft II (phonetic spelling)
 
−
* '''[[Kor'kron Guard|Kor'kron]]''' - [[Thrall]]'s elite guard, possibly means "Sons of the Horde"{{Citation needed}}.
 
−
* '''[[Kosh'harg]]''' - An orcish celebration.
 
−
* '''Lok-regar ogull, on-dabu''' - Warcraft III (phonetic spelling)
 
−
* '''Mak'gora''' - A challenge for leadership of the Horde (and possibly to the individual clans). Under Thrall, the duel is generally a non-lethal combat, but under the old ways, it was to the death. It has been issued by [[Garrosh Hellscream]], challenging Thrall<ref>[[Scourge Invasion#Orgrimmar|Scourge Invasion in Orgrimmar]]</ref><ref>http://www.worldofwarcraft.com/misc/wccomic/issue-19-sneakpeek.html</ref> and later by [[Cairne Bloodhoof]], challenging Garrosh.<ref>''[[The Shattering: Prelude to Cataclysm]]''</ref>
 
−
* '''Mok'ra''' - a greeting by the orcish NPCs in World of Warcraft (phonetic spelling).
 
−
* '''Mok-thorin ka!''' - said by [[Commander Kolurg]]
 
−
* '''[[Mor'shan Base Camp|Mor'shan]]''' - [[Warsong Gulch]] base camp in [[the Barrens]].
 
−
* '''[[Om'riggor]] - Orcish rite of adulthood.
 
−
* '''[[Valormok]]''' - Horde camp in [[Azshara]].
 
−
* '''[[Zeth'Gor]]''' - Fel orc fort in Hellfire Peninsula.
 
−
* '''[[Zeth'kur]]''' - Former orcish port town.
 
−
* '''[[Zoram'gar Outpost|Zoram'gar]]''' - Horde camp in eastern [[Ashenvale]]. This may also be [[Zandali]].
 
−
Note that many [[orc]] locations are directly named for prominent [[orc]]s, including [[Bladefist Bay]], [[Durotar]], [[Garadar]], [[Grommash Hold]], [[Kargath]], [[Kargathia Keep]], [[Orgrimmar]], and [[Thrallmar]]. Further, it can be noted that -ar or -mar seems to be a frequent suffix to denote a place named for another orc.
 
   
  +
*Increases [[attack power]] with [[melee]] [[weapon]]s:
−
== Orcish / Common Dictionary ==
 
  +
**[[Warrior]]s, [[death knight]]s, [[druid]]s, [[paladin]]s, [[mage]]s, [[priest]]s and [[warlock]]s gain 2 melee attack power per point of strength.
  +
*Increases [[parry rating]] for [[warrior]]s, [[paladin]]s, and [[death knight]]s by 0.25 parry rating per point of strength.
  +
* [[Paladin]] talent [[Touched by the Light]] (Protection, Spec passive) increases spell power by 60% of Strength.
   
  +
Strength does not affect the chance to land a [[critical strike]]. Strength does not improve the chance to block.
−
The following appear in the "[[Orcish / Common Dictionary]]" found in eastern [[Dalaran]].
 
−
*BUR - An aggressively passionate mating call.
 
−
*What can I do fer ye? - Beer sold here.
 
−
*Hi - A threatening war cry, especially when accompanied by a wave or bow.
 
−
*How are you? - Was your mother really a reptile?
 
−
*King's Honor, friend! - I'm starving!
 
   
  +
== Agility ==
−
==Sample Words or Phrases (speculation) ==
 
  +
{| class="darktable" style="float: right; text-align: center;"
−
{{Speculation}}
 
  +
|-
−
This is the list of words created by the in-game language parser for the Orcish language, and is listed as language number one (word range 1-100) in the Language text file.
 
  +
! colspan="5" | AGI per 1% Crit
  +
|-
  +
! Class
  +
! L. 60
  +
! L. 70
  +
! L. 80
  +
! L. 85
  +
|-
  +
| Death Knight || 20 || 30 || 62.4 || 243.7
  +
|-
  +
| Druid || 32.48 || 40 || 83.18 || 324.85
  +
|-
  +
| Hunter || 33.17 || 40 || 83.18 || 324.85
  +
|-
  +
| Mage || 22.64 || 24.58 || 51.1 || 199.87
  +
|-
  +
| Paladin || 19.55 || 24.84 || 51.98 || 203.08
  +
|-
  +
| Priest || 21.94 || 24.91 || 52.1 || 203.46
  +
|-
  +
| Rogue || 28.17 || 40 || 83.15 || 324.72
  +
|-
  +
| Shaman || 31.28 || 40.01 || 83.19 || 324.88
  +
|-
  +
| Warlock || 21.03 || 24.29 || 50.46 || 197.08
  +
|-
  +
| Warrior || 20 || 30 || 62.4 || 243.6
  +
|}
  +
{| class="darktable" style="float: right; text-align: center;"
  +
|-
  +
! colspan="5" | AGI per 1% Dodge
  +
|-
  +
! Class
  +
! L. 60
  +
! L. 70
  +
! L. 80
  +
! L. 85
  +
|-
  +
| Death Knight || ? || ? || 73.55 || 430.69
  +
|-
  +
| Druid || Unknown || 14.7 || 41.59 || 243.58
  +
|-
  +
| Hunter || 20 || 26.5 || 75.04 || 440
  +
|-
  +
| Mage || 20 || 25 || 51.22 || 300.16
  +
|-
  +
| Paladin || 20 || 25 || 51.98 || 304.51
  +
|-
  +
| Priest || 20 || 25 || 51.98 || 304
  +
|-
  +
| Rogue || 14.5 || 20 || 41.57 || 243.52
  +
|-
  +
| Shaman || 20 || 25 || 51.98 || 304
  +
|-
  +
| Warlock || 20 || 25 || 51.98 || 304.35
  +
|-
  +
| Warrior || 20 || 30 || 73.55 || 430.69
  +
|}
  +
  +
{{seealso|Critical strike}}
  +
  +
Agility (often abbreviated AGI) has the following effects:
  +
  +
*Increases [[attack power]] with [[ranged]] weapons (not including [[wand]]s) or [[melee]] weapons for certain classes.
  +
**[[Warrior]]s and [[rogue]]s gain 1 ranged attack power for each point of agility.
  +
**[[Hunter]]s gain 2 ranged attack power for each point of agility.
  +
**[[Rogue]]s, [[shaman]]s and [[druid]]s in [[Cat Form]] and [[Bear Form]] gain 2 melee attack power per point of agility.
  +
**[[Hunter]]s gain 1 melee attack power per point of agility.
  +
*Increases chance to score a [[critical hit]] with a weapon.
  +
*Increases chance to [[dodge]] attacks. This is dependent on both class and level.
  +
[[AEP|Agility Equivalence Points]] is a notable formula for calculating the contribution of agility. It might be outdated with regard to hunters.
  +
  +
== Stamina ==
  +
Stamina (often abbreviated STA) has the following effects:
  +
  +
*Stamina provides 1 health per stamina for the first 20 points of stamina, and 10 health per point of stamina thereafter.
  +
*Stamina also increases the health of a player's [[pet]] for classes with pets, although not from the player's base stamina (the stamina the player has without any armor or talent bonuses). They gain between 3 and 11 health per point of stamina, depending on the pet's type and the master's talents(see the [[hunter pet]], [[minion]] and [[Risen Ghoul]] articles for details). There are other non-standard adjustments that can be made for stamina:
  +
** [[Death knight]]s -- [[Blood Presence]] provides an 8% bonus to stamina. The Blood talent tree specialization [[Veteran of the Third War]] provides 9% stamina. The death knight-only [[runeforging|runes]] [[Rune of the Stoneskin Gargoyle]] and [[Rune of the Nerubian Carapace]] provide a 2% and 1% bonus to stamina, respectively.
  +
<!-- ***A blood death knight tank will thus get 12 health per stamina (12.6 with [[Blessing of Kings]]). math needs to be checked/updated -->
  +
**[[Druid]]s — talent [[Heart of the Wild]] (Restoration, tier 1) provides a +2%/4%/6% bonus to stamina.
  +
***[[Bear form]] provides +10%.
  +
<!-- *** A bear druid gets 13.5 points of health per point of stamina, 14.9 with [[Blessing of Kings]] math needs to be checked/updated -->
  +
**[[Hunter]]s — talent [[Hunter vs. Wild]] (Survival, tier 1) provides a +4%/7%/10% bonus to stamina.
  +
**[[Paladin]]s receive 15% stamina from [[Touched by the Light]] when choosing the Protection talent specialization.
  +
***[[Blessing of Kings]] gives a 5% increase to all base stats (with the exception of spirit), including stamina.
  +
**[[Priest]]s
  +
*** 60 minute buff [[Power Word: Fortitude]] provides 584 stamina at level 85.
  +
**[[Shaman]]s — talent [[Toughness]] (Enhancement, tier 2) provides a +3%/7%/10% bonus to stamina.
  +
**[[Warlock]]s — talent [[Demonic Embrace]] (Demonology, tier 1) provides a +4%/7%/10% bonus to stamina.
  +
**[[Warrior]]s receive 15% stamina from [[Sentinel (warrior talent)]] by chosing Protection specialization.
   
  +
* Stamina is the key attribute of [[Tank (game term)|tanks]]. It is useful to every class in [[PvP]]. Non-tank PvE characters should not actively seek out stamina, but some of it is found on nearly any piece of gear.
−
Note: The language algorithm used by the in-game "translator" merely makes the words ''look'' like Orcish. It does not actually translate words. Therefore, translated in-game speech isn't true Orcish.
 
   
  +
== Intellect ==
−
{| class="darktable"
 
  +
{| class="darktable" style="float: right; text-align: center;"
 
|-
 
|-
  +
! Class !! Expected<br/>@ 60 !! L. 60<br/>1% Crit !! L. 70<br/>1% Crit !! L. 80<br/>1% Crit !! L. 85<br/>1% Crit
−
! Number of letters in word !! Word List
 
−
|- class="alt"
 
−
| One-letter words || A, N, G, O, L
 
 
|-
 
|-
  +
! Warlock
−
| Two-letter words || Ha, Ko, No, Mu, Ag, Ka, Gi, Il
 
  +
| 200 || 60.6 || 81.92 || 166.6667 || 648.91
−
|- class="alt"
 
−
| Three-letter words || Lok, Tar, Kaz, Ruk, Kek, Mog, Zug, Gul, Nuk, Aaz, Kil, Ogg
 
 
|-
 
|-
  +
! Druid
−
| Four-letter words || Rega, Nogu, Tago, Uruk, Kagg, Zaga, Grom, Ogar, Gesh, Thok, Dogg, Maka, Maza
 
  +
| 192 || 60.0 || 80 || 166.6667 || 648.91
−
|- class="alt"
 
−
| Five-letter words || Regas, Nogah, Kazum, Magan, No'bu, Golar, Throm, Zugas, Re'ka, No'ku, Ro'th
 
 
|-
 
|-
  +
! Shaman
−
| Six-letter words || Thrakk, Revash, Nakazz, Moguna, No'gor, Goth'a, Raznos, Ogerin, Gezzno, Thukad, Makogg, Aaz'no
 
  +
| 259 || 59.5 || 80 || 166.6667 || 648.91
−
|- class="alt"
 
−
| Seven-letter words || Lok'Tar, Gul'rok, Kazreth, Tov'osh, Zil'Nok, Rath'is, Kil'azi
 
 
|-
 
|-
  +
! Mage
−
| Eight-letter words || Throm'ka, Osh'Kava, Gul'nath, Kog'zela, Ragath'a, Zuggossh, Moth'aga
 
  +
| 286 || 59.5 || 80 || 166.6667 || 648.91
−
|- class="alt"
 
−
| Nine-letter words || Tov'nokaz, Osh'kazil, No'throma, Gesh'nuka, Lok'mogul, Lok'bolar, Ruk'ka'ha
 
 
|-
 
|-
  +
! Priest
−
| Ten-letter words || Regasnogah, Kazum'nobu, Throm'bola, Gesh'zugas, Maza'rotha, Ogerin'naz
 
  +
| 160 || 59.2 || 80 || 166.6667 || 648.91
−
|- class="alt"
 
−
| Eleven-letter words || Thrakk'reva, Kaz'goth'no, No'gor'goth, Kil'azi'aga, Zug-zug'ama, Maza'thrakk
 
 
|-
 
|-
  +
! Paladin
−
| Twelve-letter words || Lokando'nash, Ul'gammathar, Golgonnashar, Dalggo'mazah
 
  +
| 106 || 54 || 80.05 || 166.6667 || 648.91
−
|- class="alt"
 
−
| Thirteen-letter words || Khaz'rogg'ahn, Moth'kazoroth
 
 
|}
 
|}
   
  +
Intellect (often abbreviated as INT) has the following effects:
−
===Word List (speculation)===
 
−
* '''[[Grom'gol Base Camp|Grom'gol]]''' - [[Horde]] camp in [[Stranglethorn Vale]]. - Grom being an honor to Grom Hellscream (as well as an Orcish word for "giant"), and Gol probably (based on defined terms in primer) means "By my" or "Axe" so it could be speculated to mean "Grom's Axe", "Giant's Axe", "By Grom" and others.
 
−
* "Hall" - Used in the salutation "Thrall Hall!", probably means "honor" or something similar. Theory #2: It has no specific definition in the orcish language, it is instead used as a multi-purpose word that means glory to the horde/leader (Glory through their leader). The only reason it is Thrall Hall is because it flows naturally and is easy to say/remember (Kind of like why we use nicknames), compare the use of Thrall Hall! to Thrall Honor! or Thrall Hail!
 
−
*Kek = Lol
 
−
When a Horde character says "lol" in Orcish, it displays as "kek" to Alliance characters. Since "lol" is used quite often in the game by many players this translation has become widely known, and many fans have accepted "kek" as kind of an official translation of "lol" into Orcish.
 
−
However there are many other 3-letter combinations that produce the translation "kek", and "lol" isn't really a word in the English language, anyway.
 
−
Kek's origin is from Starcraft's online service. The original version of the game did not support full Korean language, so the closest a Korean player could get to "Hahaha" in Korean was "Kekeke".
 
−
[http://en.wikipedia.org/wiki/Kekeke#Kekeke]
 
−
* Grommash has been officially translated as Giant's Heart. Grombolar has been officially translated as Bowels of the Giant. From this it can be inferred that Grom means giant, Mash means heart, and Bolar means bowels:
 
−
** "Bolar" = "Bowel(s)"
 
−
** "Grom" = "Giant"
 
−
** "Mash" = "Heart"
 
   
  +
*Increases [[spell power]] by 1 per point at level 80 or above. Intellect is now the main source of spell power for most cases.
−
=== Some more Orcish phrases (speculation) ===
 
  +
*Increases [[mana]] pool. Each point of intellect gives player characters 15 mana points (except from the first 20 points of Intellect that provide 1 mana for each point instead). Warlock [[minion]]s gain 1 mana per point of base intellect, [[imp (warlock minion)|imps]] gain ~4.9 mana for each additional point of intellect, while all other minions gain ~11.5 mana for each additional point of intellect.
−
Although no official translations have been released for them, here are some more Orcish phrases and their rough meanings based on the actions of the units in the RTS games when they say them:
 
  +
*Increases chance to score a [[spell critical strike]]. This increase varies by class and level; in general, the relationship is linear as intellect increases. The rate of increase is generally based on the amount of intellect a class is expected to have at a certain level, given by the following table.<ref>{{ref web
  +
|url=http://forums.worldofwarcraft.com/thread.aspx?fn=wow-mage&t=559324&p=#post559377
  +
|author={{Blizz}} [[Tseric]]
  +
|title=Re: 100 int can't be = 1% crit
  +
|date=2005-12-01
  +
|accessdate=2007-10-03
  +
|publisher=WoW US Mage forum
  +
|archiveurl=http://blue.cardplace.com/cache/wow-mage/559324.htm|archivedate=2005-12-01}}</ref><ref>{{ref web
  +
|url=http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=8532087&p=#post8532806
  +
|author={{Blizz}} [[Tseric]]
  +
|title= Re: 59.5 int per crit for *every* class.
  +
|date=2006-05-31
  +
|accessdate=2007-10-03
  +
|publisher=WoW US General forum
  +
|archiveurl=http://www.blue.cardplace.com/cache/wow-general/8532087.htm
  +
|archivedate=2006-05-31}}</ref><ref>{{ref web
  +
|url=http://elitistjerks.com/f31/t29453-combat_ratings_level_80_a/
  +
|title=Combat Ratings at level 80
  +
|author=[[User:Whitetooth|Whitetooth]]
  +
|date=2008-07-30
  +
|accessdate=2009-06-12}}</ref>
   
  +
== Spirit ==
−
* "Lok-Regar Ogull, On-Dabu." = "Ready for orders."
 
  +
{{main|Spirit}}
  +
{{seealso|Mana regeneration}}
   
  +
Spirit (often abbreviated SPI) has the following effects:
−
In [[Battle for the Undercity]]:
 
   
  +
*Increases in-combat [[mana regeneration]] for healers. It's the primary attribute for mana regeneration of healers.
−
* "Mog Osh'kazil gul'rok il mog Ro'th zaga maza TOV'OSH" = "The [[Undercity]] belongs to the Horde once more! LOK'TAR!"
 
  +
*Adds 1 [[spell hit]] rating per point for shadow priests, elemental shaman and balance druids.
  +
**Paladins who pick up the talent [[Enlightened Judgements]] gain [[spell hit]] equal to 50% spirit (Rank 1) or 100% spirit (Rank 2)
   
  +
Spirit is of no use for [[mage]]s and [[warlock]]s due to how their classes' mana regeneration works.
−
===Naming===
 
−
Orcish surnames are usually derived from great acts or merits a previous ancestor was lauded for, but some exceptional orcs earn their own surnames ([[Kilrogg Deadeye]], [[Kargath Bladefist]]), and many prefer to use the names of their fathers ([[Thrall]], Son of [[Durotan]]). Only the family leader can hold an eponymous title (For example, there can only be one Doomhammer or Deadeye at a time), and the rest of the clan identify themselves through their line of birth.
 
   
  +
== Mastery ==
−
Two types of orc names appear to have arisen: two syllables separated by an apostrophe and a simple name shortened from a longer one. The two-syllable ones- Gul'dan, Drak'Thul, Dal'Rend - appear to have initially been only used for spellcaster, but was later exported (Gar'Thok was a Grunt colonel). The second type was highly cultural; only those with powers over the warrior could use their full name, such as Shamans and chieftains, or the orc's personal religious leader. For example [[Brox]]'s full name was Broxigar, a term which he allowed only [[Tyrande]] and [[Krasus]] to use. [[Grom Hellscream]]'s full name was Grommash, which [[Mannoroth]] used to address him as demonstration that Hellscream was his. This is very inconsistent, however, most of the known orcish names (such as [[Durotan]], [[Orgrim]], [[Nazgrel]], [[Kargath Bladefist|Kargath]]) are never documented being used in short forms.
 
  +
{{main|Mastery}}
  +
Mastery is a unique attribute that that has different effects depending on class and specialization.
   
−
== Warcraft 2 ==
+
== Others ==
  +
Secondary attributes are player stats that affect combat directly. The four primary attributes only indirectly affect combat, by contributing to these attributes.
−
In the warcraft 2 cinematics, orcs randomly say words in orcish like "Moka", "titoo", "glode". These words, however, have never been heard in another blizzard game or translated.
 
   
  +
===Physical combat===
−
==Notes==
 
  +
*Weapon damage - Weapon damage is a property of the player's equipped weapon. Melee weapon damage is increased by [[enchant]]s and [[sharpening stone]]s. Ranged damage is increased with [[scope]]s.
−
{{speculation}}
 
  +
*[[Weapon speed]] - Weapon speed is a property of the player's equipped weapon and determines the time between attacks with that weapon.
−
"Orc" as a term defining language, has an apparent connection to DnD derived generic languages, which apparently can be found in DnD rule books.
 
  +
*[[Attack power]] - (Abbreviated as AP) Increases damage of an equipped weapon. Attack power is increased directly by gear and buffs with the attack power stat, and indirectly by strength and agility (only for hunters, rogues, shamans, and cat-form druids).
  +
*Ranged attack power - (Abbreviated as RAP) Increases damage of an equipped [[bow]], [[crossbow]] or [[gun]], but not [[wand]]s. Ranged attack power is increased similarly to melee attack power.
  +
*[[Critical strike]] - Percentage of attacks that will result in a [[critical strike]]. Crit chance is increased directly by [[critical strike rating]], a [[combat rating]], and indirectly by agility.
  +
*[[Hit]] - Increases chance to hit with melee weapons by a percentage. Hit chance is increased by [[hit rating]], a [[combat rating]].
  +
*[[Haste]] - Decreases the time between attacks. This effectively increases weapon speed, but has no effect on [[cooldown]]s. Haste is increased directly by [[haste rating]], a [[combat rating]].
  +
*[[Expertise]] - Reduces the enemy's chance to dodge/parry by .25% per point of expertise.
   
  +
===Spell combat===
−
To a degree, phoenetically some of the words resemble Tolkien's Black Speech, which makes sense, since that language was presumably the foundational influence for the sound of this one. It is, however, generally somewhat less guttural and (to use Tolkien's own adjective for the Black Speech) uncouth.
 
  +
*[[Hit]] - Increases the chance spells will hit their target. Spell hit is increased by the same [[hit rating]] used for melee hit, but the effects differ after that point.
  +
*Spell crit chance - Percentage of spells that will result in a [[spell critical strike]]. Spell crit chance is increased by [[critical strike rating]] and intellect.
  +
*[[Spell penetration]] - Reduces the target's [[resistance]]. Spell penetration is increased directly by gear with the [[spell penetration rating]]. It is useful in PvP, not in PvE.
  +
*[[Haste]] - Increases casting speed. Can lower the [[global cooldown]] in cases where spells are cast fast enough to be limited by it.
   
  +
===Defense===
−
It also doesn't seem to really be an actual language as such; Blizzard apparently originally invented a few words with an "Orcish" sound to use as acknowledgement phrases when units were clicked on in the earlier Warcraft games, and thus to create consistency, these words were brought over to WoW. The translated vocabulary however is not large, and there is no real formal grammar. The "Orcish" that can be seen apparently being spoken by players in-game is the result of a hash table created by Blizzard, (as mentioned above) and the words produced by it are intentionally meaningless gibberish.
 
  +
*[[Dodge]] - Chance to dodge incoming melee attacks. Ranged attacks cannot be dodged. Dodge is increased by [[dodge rating]] and agility. Only tanks should use gear with dodge rating.
  +
*[[Parry]] - Chance to parry melee attacks with a melee weapon. Ranged attacks cannot be parried. Parry is increased by [[parry rating]] and [[strength]]. Only (non-druid) tanks should use gear with parry rating.
  +
*[[Block]] - Chance to block melee and ranged attacks with a shield. Warrior and paladin tanks receive additional block chance through their respective [[mastery]] and abilities such as [[Shield Block]].
  +
*[[Armor]] - Decreases physical damage received. Increases your [[pet]]'s Armor. Armor is always present on equippable items, such as chest pieces and shields. Shields and plate items generally have the most armor, while cloth items have the least. The base armor of an item is determined directly by its type (cloth, leather, mail or plate), [[item level]] and slot (chest, head, legs, etc). Some items have extra armor, which is indicated by the total amount of armor appearing in green on the tooltip. Rings, weapons, amulets and trinkets have no base armor, but may have bonus armor.
  +
*[[Resistance]] - Decreases the damage taken from magical attacks.
  +
*[[Resilience]] - Decreases the damage taken from enemy players. Resilience is increased through equipment with [[resilience]] which is found on PvP gear. Resilience does not have any effect against an [[npc]].
   
  +
== Other information ==
  +
=== Attack power ===
  +
{{seealso|Attack power}}
   
  +
Base statistics affect attack power (which contributes to [[DPS]]) as follows:
−
The examples of Orcish we've seen indicate what the phonetic inventory of the language might include, but we have nearly no evidence of the structure of the syntax or grammar. It may be possible to assume that adjectives come before nouns, as in English and other Germanic languages. As seen in the primer above, "Grommash" translates to "giant's heart". Thus we might say that "grom"(giant's) is an adjective modifiying "mash" (heart). The word "Grombolar," meaning "bowels of the giant", seems to follow this pattern as well. Of course, if this is actually a possessive clause, or a compound word, then the speculation that Orcish follows an adjective-noun word order could be erroneous.
 
  +
  +
* [[#Strength|Strength]] will always contribute to the physical melee attack power for all classes.
  +
* [[Rogue]]s, [[hunter]]s and [[shaman]]s can also use [[#Agility|Agility]] in addition to Strength to increase their base physical melee attack power. <!-- ood: Each point of Agility contributes the same as a point of Strength.-->
  +
* [[Druid]]s in [[Cat Form]] can also use Agility to increase their base physical melee attack power. However, Agility also affects critical strike percentage which directly affects Cat Form abilities such as [[Primal Fury]]. This gives an added ''attack power equivalence''.
  +
* Agility is the only primary statistic to affect physical ranged attack power (bows and crossbows, guns, throwing weapons) for all classes capable of using them. This is especially important for hunters.
  +
* [[Wand]] damage is not affected by a primary statistic.
  +
  +
=== Critical Strikes ===
  +
* [[#Agility|Agility]] will increase the chance to score a critical strike with both physical ranged and melee damage for all classes. The amount needed per point varies by class.
  +
* [[#Intellect|Intellect]] will increase the chance to score a critical strike with spells. For a mage at level 60, the rate is 1% per 59.5 points of intellect.
  +
* [[Critical strike rating]] increases the chance for both spell and physical affects to score a critical strike.
  +
  +
=== Dodge ===
  +
* [[#Agility|Agility]] will determine a character's chance to dodge an attack. Rogues and druids (as of 2.03) gain a much stronger bonus to dodge than other classes.
  +
  +
=== Fighting with two weapons, using off-hand, two-handed ===
  +
See the "[[Combat#Physical_Combat|Physical Combat]]" section of [[Combat]].
  +
  +
  +
== Attributes removed in Cataclysm==
  +
Attributes that were removed from itemization in Cataclysm:
  +
{| class="darktable" cellpadding="1"
  +
|
  +
* [[Armor penetration]]
  +
* [[Attack power]]
  +
* [[Block rating]]
  +
* [[Block value]]
  +
* [[Defense rating]]
  +
* [[MP5]]
  +
* [[Spell power]]
  +
|}
  +
  +
Note: Spell Power and Attack Power can still occur on weapons, and are still present on some pre-existing items such as [[Wrathful Gladiator's Cloak of Triumph]].
  +
  +
== Patch changes ==
  +
{{stub/Other}}<!-- It would be nice if someone could organize all that patch information above into a section -->
  +
* {{Patch 4.2.0|note=
  +
** '''[[Agility]]''': Death knights, paladins and warriors no longer gain dodge from agility.
  +
** '''[[Strength]]''': Death knights, paladins and warriors now gain [[parry rating]] equal to 27% of their extra strength (up from 25%)}}
  +
* {{Patch 4.0.1|note=
  +
** '''[[Strength]]''': Now gives 0.25 parry ratting per point to plate wearing classes.
  +
** '''[[Stamina]]''': Now gives 14 health per point (up from 10).
  +
** '''[[Agility]]''': Now provides 2 melee attack power per point to [[rogue]]s, [[shaman]]s and [[druid]]s and no longer increases armor.
  +
** '''[[Intellect]]''': Now provides Spell power.
  +
** '''[[Spirit]]''': No longer increases Health regeneration.
  +
** '''[[Defense]]''': Stat has been removed from gear. <!-- Now just always pegged to level max, with crit "immunity" to level+3 and boss mobs provided through talents. Attack tables are still using 'weapon skill versus defense skill' attack table (you can confirm this as a tank versus level+4 mobs). -->
  +
** '''[[Block value]]''': Stat has been removed.
  +
** '''[[Armor Penetration]]''': Stat has been removed from gear, all previous items with ArP have had it converted to Crit or Haste depending on which stats was not present in the item. (Still exists in skills, debuffs, etc.)
  +
** '''[[mp5|Mana Regeneration]]''': Stat has been removed, all previous items with MP5 have had it converted to [[Spirit]].
  +
** '''[[Spell power]]''': Has been removed on most items. (Usually found only on weapons now.)
  +
** '''[[Resilience]]''': No longer reduces chance of receiving a critical hit and is now a flat reduction on damage taken from other players.
  +
** '''[[Mastery]]''': New stat has been introduced.}}
  +
  +
  +
* {{Patch 3.2.0|note=
  +
** '''[[Agility]]''': The amount of agility required per percentage of dodge has been increased by 15%. This change required recalibrating the amount of dodge a player has with 0 agility by a slight amount as well, so all players will see their dodge percentage vary a small amount.
  +
** '''[[Block rating]]''': The amount of bonus block value on all items has been doubled. This does not affect the base [[block value]] on shields or block value derived from strength.
  +
** '''[[Dodge Rating]]''': The amount of dodge rating required per percentage of dodge has been increased by 15%. This is before diminishing returns. Combined with other changes, this makes dodge rating and parry rating equally potent before diminishing returns apply.
  +
** '''[[mp5|Mana Regeneration]]''': All items that provide "X [[MP5|mana per five seconds]]" have had the amount of [[mana regeneration|mana they regenerate]] increased by approximately 25%.
  +
** '''[[Parry Rating]]''': The amount of parry rating required per percentage of parry has been reduced by 8%. This is before diminishing returns. Combined with other changes, this makes dodge rating and parry rating equally potent before diminishing returns apply. Parry still diminishes more quickly than dodge.
  +
** '''[[Resilience]]''': No longer reduces the amount of damage done by [[Damage over Time|damage-over-time]] spells, but instead reduces the amount of all damage done by players by the same proportion. The other effects of resilience (reducing critical chance, critical damage and mana drain effects) have not changed.}}
   
 
==References==
 
==References==
 
{{Reflist}}
 
{{Reflist}}
   
  +
==External links==
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{{Language_links}}
 
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Links that do not conform to the rules will be DELETED.
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[[Category:Game terms]]
 
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Repeat violations may result in a BAN.
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[[Category:Languages]]
 
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Have a nice day. :) -->
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{{elink|type=wowus|link=http://www.worldofwarcraft.com/info/basics/characters.html|desc=Character Information &mdash; Attributes}}
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{{elink|type=woweu|link=http://www.wow-europe.com/en/info/basics/characters.html|desc=Character Information &mdash; Attributes}}
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[[Category:Gameplay]]
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[[Category:Newbies]]
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[[Category:Formulas and game mechanics]]
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[[Category:Attributes| ]]
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[[nl:Attributes]]

Revision as of 17:59, 11 July 2011

Attributes are the basic building blocks for a character's combat ability. The five attributes are strength, agility, stamina, intellect and spirit. These five attributes appear on the character sheet under "Attributes". These are sometimes referred to as simply stats.

A number of secondary attributes affect specific areas of combat more directly, and are often influenced in some way by a primary attribute. Secondary attributes include critical strike rate, damage absorption, attack power, spell power, and many others.

All characters inherently have some amount of each attribute that increases with level depending mainly on class. For example, a mage will have more base intellect than a rogue, who will have more base agility. Increasing these attributes is mainly done with equipment, as well as temporary effects such as buffs, elixirs, scrolls, auras, and many other means.

Nearly all combat mechanics rely in some way on one or more character attributes. Increasing the appropriate attribute will increase damage done, reduce damage taken, increase healing done, affect a character's mana or health, or other benefits. Understanding how these attributes work is important for effective combat.

Addons such as RatingBuster [1] can show you the actual improvements in game to your Secondary attributes which are more directly applied to combat mechanics.

Strength

See also: Attack power

Strength (often abbreviated STR) has the following effects:

Strength does not affect the chance to land a critical strike. Strength does not improve the chance to block.

Agility

AGI per 1% Crit
Class L. 60 L. 70 L. 80 L. 85
Death Knight 20 30 62.4 243.7
Druid 32.48 40 83.18 324.85
Hunter 33.17 40 83.18 324.85
Mage 22.64 24.58 51.1 199.87
Paladin 19.55 24.84 51.98 203.08
Priest 21.94 24.91 52.1 203.46
Rogue 28.17 40 83.15 324.72
Shaman 31.28 40.01 83.19 324.88
Warlock 21.03 24.29 50.46 197.08
Warrior 20 30 62.4 243.6
AGI per 1% Dodge
Class L. 60 L. 70 L. 80 L. 85
Death Knight ? ? 73.55 430.69
Druid Unknown 14.7 41.59 243.58
Hunter 20 26.5 75.04 440
Mage 20 25 51.22 300.16
Paladin 20 25 51.98 304.51
Priest 20 25 51.98 304
Rogue 14.5 20 41.57 243.52
Shaman 20 25 51.98 304
Warlock 20 25 51.98 304.35
Warrior 20 30 73.55 430.69
See also: Critical strike

Agility (often abbreviated AGI) has the following effects:

Agility Equivalence Points is a notable formula for calculating the contribution of agility. It might be outdated with regard to hunters.

Stamina

Stamina (often abbreviated STA) has the following effects:

  • Stamina is the key attribute of tanks. It is useful to every class in PvP. Non-tank PvE characters should not actively seek out stamina, but some of it is found on nearly any piece of gear.

Intellect

Class Expected
@ 60
L. 60
1% Crit
L. 70
1% Crit
L. 80
1% Crit
L. 85
1% Crit
Warlock 200 60.6 81.92 166.6667 648.91
Druid 192 60.0 80 166.6667 648.91
Shaman 259 59.5 80 166.6667 648.91
Mage 286 59.5 80 166.6667 648.91
Priest 160 59.2 80 166.6667 648.91
Paladin 106 54 80.05 166.6667 648.91

Intellect (often abbreviated as INT) has the following effects:

  • Increases spell power by 1 per point at level 80 or above. Intellect is now the main source of spell power for most cases.
  • Increases mana pool. Each point of intellect gives player characters 15 mana points (except from the first 20 points of Intellect that provide 1 mana for each point instead). Warlock minions gain 1 mana per point of base intellect, imps gain ~4.9 mana for each additional point of intellect, while all other minions gain ~11.5 mana for each additional point of intellect.
  • Increases chance to score a spell critical strike. This increase varies by class and level; in general, the relationship is linear as intellect increases. The rate of increase is generally based on the amount of intellect a class is expected to have at a certain level, given by the following table.[1][2][3]

Spirit

Main article: Spirit
See also: Mana regeneration

Spirit (often abbreviated SPI) has the following effects:

  • Increases in-combat mana regeneration for healers. It's the primary attribute for mana regeneration of healers.
  • Adds 1 spell hit rating per point for shadow priests, elemental shaman and balance druids.

Spirit is of no use for mages and warlocks due to how their classes' mana regeneration works.

Mastery

Main article: Mastery

Mastery is a unique attribute that that has different effects depending on class and specialization.

Others

Secondary attributes are player stats that affect combat directly. The four primary attributes only indirectly affect combat, by contributing to these attributes.

Physical combat

  • Weapon damage - Weapon damage is a property of the player's equipped weapon. Melee weapon damage is increased by enchants and sharpening stones. Ranged damage is increased with scopes.
  • Weapon speed - Weapon speed is a property of the player's equipped weapon and determines the time between attacks with that weapon.
  • Attack power - (Abbreviated as AP) Increases damage of an equipped weapon. Attack power is increased directly by gear and buffs with the attack power stat, and indirectly by strength and agility (only for hunters, rogues, shamans, and cat-form druids).
  • Ranged attack power - (Abbreviated as RAP) Increases damage of an equipped bow, crossbow or gun, but not wands. Ranged attack power is increased similarly to melee attack power.
  • Critical strike - Percentage of attacks that will result in a critical strike. Crit chance is increased directly by critical strike rating, a combat rating, and indirectly by agility.
  • Hit - Increases chance to hit with melee weapons by a percentage. Hit chance is increased by hit rating, a combat rating.
  • Haste - Decreases the time between attacks. This effectively increases weapon speed, but has no effect on cooldowns. Haste is increased directly by haste rating, a combat rating.
  • Expertise - Reduces the enemy's chance to dodge/parry by .25% per point of expertise.

Spell combat

Defense

  • Dodge - Chance to dodge incoming melee attacks. Ranged attacks cannot be dodged. Dodge is increased by dodge rating and agility. Only tanks should use gear with dodge rating.
  • Parry - Chance to parry melee attacks with a melee weapon. Ranged attacks cannot be parried. Parry is increased by parry rating and strength. Only (non-druid) tanks should use gear with parry rating.
  • Block - Chance to block melee and ranged attacks with a shield. Warrior and paladin tanks receive additional block chance through their respective mastery and abilities such as Ability defend [Shield Block].
  • Armor - Decreases physical damage received. Increases your pet's Armor. Armor is always present on equippable items, such as chest pieces and shields. Shields and plate items generally have the most armor, while cloth items have the least. The base armor of an item is determined directly by its type (cloth, leather, mail or plate), item level and slot (chest, head, legs, etc). Some items have extra armor, which is indicated by the total amount of armor appearing in green on the tooltip. Rings, weapons, amulets and trinkets have no base armor, but may have bonus armor.
  • Resistance - Decreases the damage taken from magical attacks.
  • Resilience - Decreases the damage taken from enemy players. Resilience is increased through equipment with resilience which is found on PvP gear. Resilience does not have any effect against an npc.

Other information

Attack power

See also: Attack power

Base statistics affect attack power (which contributes to DPS) as follows:

  • Strength will always contribute to the physical melee attack power for all classes.
  • Rogues, hunters and shamans can also use Agility in addition to Strength to increase their base physical melee attack power.
  • Druids in Ability druid catform [Cat Form] can also use Agility to increase their base physical melee attack power. However, Agility also affects critical strike percentage which directly affects Cat Form abilities such as Ability racial cannibalize [Primal Fury]. This gives an added attack power equivalence.
  • Agility is the only primary statistic to affect physical ranged attack power (bows and crossbows, guns, throwing weapons) for all classes capable of using them. This is especially important for hunters.
  • Wand damage is not affected by a primary statistic.

Critical Strikes

  • Agility will increase the chance to score a critical strike with both physical ranged and melee damage for all classes. The amount needed per point varies by class.
  • Intellect will increase the chance to score a critical strike with spells. For a mage at level 60, the rate is 1% per 59.5 points of intellect.
  • Critical strike rating increases the chance for both spell and physical affects to score a critical strike.

Dodge

  • Agility will determine a character's chance to dodge an attack. Rogues and druids (as of 2.03) gain a much stronger bonus to dodge than other classes.

Fighting with two weapons, using off-hand, two-handed

See the "Physical Combat" section of Combat.


Attributes removed in Cataclysm

Attributes that were removed from itemization in Cataclysm:

Note: Spell Power and Attack Power can still occur on weapons, and are still present on some pre-existing items such as Inv misc cape 18 [Wrathful Gladiator's Cloak of Triumph].

Patch changes

  • Cataclysm Patch 4.2.0 (2011-06-28):
    • Agility: Death knights, paladins and warriors no longer gain dodge from agility.
    • Strength: Death knights, paladins and warriors now gain parry rating equal to 27% of their extra strength (up from 25%)
  • Cataclysm Patch 4.0.1 (2010-10-12):
    • Strength: Now gives 0.25 parry ratting per point to plate wearing classes.
    • Stamina: Now gives 14 health per point (up from 10).
    • Agility: Now provides 2 melee attack power per point to rogues, shamans and druids and no longer increases armor.
    • Intellect: Now provides Spell power.
    • Spirit: No longer increases Health regeneration.
    • Defense: Stat has been removed from gear.
    • Block value: Stat has been removed.
    • Armor Penetration: Stat has been removed from gear, all previous items with ArP have had it converted to Crit or Haste depending on which stats was not present in the item. (Still exists in skills, debuffs, etc.)
    • Mana Regeneration: Stat has been removed, all previous items with MP5 have had it converted to Spirit.
    • Spell power: Has been removed on most items. (Usually found only on weapons now.)
    • Resilience: No longer reduces chance of receiving a critical hit and is now a flat reduction on damage taken from other players.
    • Mastery: New stat has been introduced.


  • Wrath-Logo-Small Patch 3.2.0 (2009-08-04):
    • Agility: The amount of agility required per percentage of dodge has been increased by 15%. This change required recalibrating the amount of dodge a player has with 0 agility by a slight amount as well, so all players will see their dodge percentage vary a small amount.
    • Block rating: The amount of bonus block value on all items has been doubled. This does not affect the base block value on shields or block value derived from strength.
    • Dodge Rating: The amount of dodge rating required per percentage of dodge has been increased by 15%. This is before diminishing returns. Combined with other changes, this makes dodge rating and parry rating equally potent before diminishing returns apply.
    • Mana Regeneration: All items that provide "X mana per five seconds" have had the amount of mana they regenerate increased by approximately 25%.
    • Parry Rating: The amount of parry rating required per percentage of parry has been reduced by 8%. This is before diminishing returns. Combined with other changes, this makes dodge rating and parry rating equally potent before diminishing returns apply. Parry still diminishes more quickly than dodge.
    • Resilience: No longer reduces the amount of damage done by damage-over-time spells, but instead reduces the amount of all damage done by players by the same proportion. The other effects of resilience (reducing critical chance, critical damage and mana drain effects) have not changed.

References

 
  1. ^ Blizzard Entertainment Tseric 2005-12-01. Re: 100 int can't be = 1% crit. WoW US Mage forum. Archived from the original on 2005-12-01. Retrieved on 2007-10-03.
  2. ^ Blizzard Entertainment Tseric 2006-05-31. Re: 59.5 int per crit for *every* class.. WoW US General forum. Archived from the original on 2006-05-31. Retrieved on 2007-10-03.
  3. ^ Whitetooth 2008-07-30. Combat Ratings at level 80. Retrieved on 2009-06-12.

External links

nl:Attributes