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{{DEFAULTSORT:Old Wizard's Almanac}}
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{{removedfromgame|patch=4.0.3a}}
 
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{{Wikify}}
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The Zul'Gurub trinkets are a family of [[trinket]]s which are available exclusively in [[Zul'Gurub]]. They are not the only trinkets one can acquire within that zone, but they are unique in that each is a part of an [[epic]] class-specific equipment [[set]]. These trinkets have diverse effects, but all of them provide short-term bonuses. They are therefore most useful for PvP combat.
 
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{{cleanup|Needs to change to how its seen in-game}}
   
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[[Image:The Old Wizard's Almanac Location.jpg|thumb]]
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== List of trinkets ==
 
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All of these trinkets are epic items which bind when picked up. Each one has a three minute cooldown.
 
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{| cellpadding=10 cellspacing=0 border=0
 
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|-bgcolor=black
 
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| '''Class''' || '''Name''' || '''Effect'''
 
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|-
 
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| Druid || [[Wushoolay's Charm of Nature]] || Grants 70 haste rating, and reduces the mana cost of Rejuvenation, Healing Touch, Regrowth, and Tranquility by 5% for 15 sec..
 
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|-
 
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| Hunter || [[Renataki's Charm of Beasts]] || Instantly clears the cooldowns of Aimed Shot, Multishot, and Volley.
 
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|-
 
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| Mage || [[Hazza'rah's Charm of Magic]] || Increases Arcane spell damage by 200 for 20 sec.
 
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|-
 
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| Paladin || [[Gri'lek's Charm of Valor]] || Increases your spell critical strike rating by 140 for 15 sec.
 
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|-
 
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| Priest || [[Hazza'rah's Charm of Healing]] || Grants 70 haste rating and reduces the mana cost of your healing spells by 5% for 15 sec.
 
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|-
 
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| Rogue || [[Renataki's Charm of Trickery]] || Instantly increases your energy by 60 (reduced by 4 every level after level 60).
 
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|-
 
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| Shaman || [[Wushoolay's Charm of Spirits]] || Increases the damage dealt by your Lightning Shield spell by 305 for 20 sec.
 
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|-
 
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| Warlock || [[Hazza'rah's Charm of Destruction]] || Increases your critical strike rating by 140 for 20 sec.
 
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|-
 
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| Warrior || [[Gri'lek's Charm of Might]] || Instantly increases your rage by 20.
 
   
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'''''The Old Wizard's Almanac''''' is a book in [[Dalaran]] which can spawn in place of ''[[The Schools of Arcane Magic]]''.{{coords|56.7|45.5|Dalaran}}
|}
 
   
  +
=Contents=
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== Acquisition ==
 
  +
{{Book|The Old Wizard's Almanac|content=
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The Zul'Gurub trinkets are acquired by combining a particular type of [[punctured voodoo doll]] (as appropriate for their class) with all 4 animal token drops from the [[Edge of Madness]] event. This event is complicated and can be expensive to trigger, but has the benefit of being fairly reliable.
 
   
  +
==The Old Wizard's Almanac: The Alliance==
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As mentioned, each trinket is a piece of a class-specific set which is available only in Zul'Gurub. These trinkets are unique in that they are the only piece of these sets which have no faction requirement; indeed, the player need not even visit [[Yojamba Island]]. All the player must do is acquire the relevant components and then use the doll; the doll and components are consumed and produce the trinket.
 
  +
''As a historically Alliance-friendly organization, one would think that the [[Kirin Tor]] might not need a guidebook outlining the [[Alliance]] races. I feel that the opposite is true - that we can only understand the other races after truly looking inward. -O.W.''
   
  +
'''[[Human]]''' - As adaptable a race as you will ever find, humans can be some of the most highly skilled magic-users. Any list of the most powerful [[mages]] in history will be dominated by humans. Perhaps most tellingly, the Old Wizard himself is a human.
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== Usage ==
 
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{{Outdated}}
 
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The Zul'Gurub trinkets vary substantially from class to class, but all of them have two things in common: their effects are short-lived, and their cooldown is a mere 3 minutes. These trinkets provide their bonuses in bursts, which makes them very ineffective when fighting elite monsters, but strong in player versus player combat. However, because of the short duration of their effects, it can be challenging to use them well. Therefore, these trinkets are best employed as a part of a [[macro]] which will also use the appropriate abilities.
 
   
  +
'''[[Dwarf]]''' - Dwarves possess a moderate magical acuity, but tend to have difficulty at the higher echelons of wizardry. While they tend to focus more on [[priest]]ly endeavors, a rare few have been known to dabble in [[arcane]] or [[necromancer|necromantic]] activities.
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=== Warrior and Rogue ===
 
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The warrior and rogue trinkets are both the easiest and the hardest to use. The trinkets' uses are obvious, but actually performing these combinations is challenging without a macro.
 
   
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'''[[Gnome]]''' - Gnomes are remarkably adept [[arcanist]]s. Pound for pound, they are some of the most potent caster the world has ever known, and have always had a presence in the [[Kirin Tor]].
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Both trinkets provide their user with one or more "free" special attacks. The rogue's backstab ability costs 60 energy, and this trinket supplies 60 energy; this trinket therefore can grant a rogue an additional backstab at any time. Similarly, the warrior's high-end talent attacks - [[Mortal Strike]], [[Shield Slam]], and [[Bloodthirst]] - all require 30 rage to use, exactly the amount granted by the warrior trinket. Of course, rogues and warriors can also use this free energy/rage for combinations of other abilities.
 
   
  +
'''[[Night Elf]]''' - While night elves tend to avoid [[arcane]] energy like it was the [[Scourge]], their [[druid]]ic powers are second to none.
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The warrior trinket is slightly more forgiving than the rogue one - a warrior in combat will retain any rage he gains until he leaves combat, but the benefit provided by the rogue trinket must be used within 6 seconds at most before its benefit begins to be lost. In both cases, the player would be well-advised to use their trinket by way of a macro to ensure that the trinket is not used when it would exceed the player's maximum capacity for rage or energy. Rogues might be well-served to take advantage of the fact that trinkets and spells can be used immediately after each other. A macro which uses the trinket, then uses a spell which will consume the trinket's bonus, will ensure that it is used fully every time.
 
   
  +
'''[[Draenei]]''' - This ancient race has brought the alliance both powerful wizards and masterful wielders of [[the Light]]. More recently, the Draenei have adopted [[shamanism]] after their arrival in [[Kalimdor]].
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==== Example rogue macro ====
 
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/script if (UnitMana("player")<=40) then UseInventoryItem(GetInventorySlotInfo("Trinket1Slot")); end
 
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/cast Backstab(Rank 8)
 
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This macro casts backstab. If the player's energy is low, then the macro will use the trinket just beforehand. This macro requires that the player have his Zul'Gurub trinket equipped in his second trinket slot.
 
   
  +
'''[[High Elf]]''' - The magic of the high elves is extremely powerful. High elves possess a magical acumen that rivals that of any - even the humans. Some of the greatest heroes in [[the Battle of Mount Hyjal (History of Warcraft)|the Battle of Mount Hyjal]] were the High Elf Priests.
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=== Hunter ===
 
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The hunter trinket is especially difficult to use. It clears the cooldown of four different hunter abilities, but two of these abilities already have a 6 second cooldown (arcane and aimed shot), and a third has a ten second cooldown (multi-shot). In addition, the cooldowns on aimed and arcane shot are linked; using one applies a 6 second cooldown to both of them, so they cannot be used in tandem. Resetting cooldowns on these spells would seem to be relatively trivial. However, arcane/aimed shot and multi-shot are the primary direct-damage spells used by hunters; the ability to reset their cooldowns allows the hunter to use each one twice in quick succession. A hunter can fire arcane shot, then multi-shot, then activate his trinket and cast each spell again immediately. This entire sequence will take between 4 and 5 seconds, and can be performed while the hunter is running (though he will need to pause for each multi-shot). If a hunter has access to aimed shot, he can substitute that for arcane shot; this extends the sequence to 8 or 9 seconds, and requires the hunter to remain in one place, but delivers far more damage.
 
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EDIT: As of a New Patch Arcane and Aimed no longer share the same Cooldown, Thus you can get far more damage out of this!
 
   
  +
==The Old Wizard's Almanac: The Horde==
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=== Druid and Priest ===
 
  +
''Up until the last few years, most of my information on the Horde has been anecdotal, or inferred from my few experiences in battle against them. However, as the [[Kirin Tor]] has recently adopted a more neutral stance in Horde-Alliance relations, the amount of information on the [[Horde]] and their magic has exploded. - O.W.''
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These two trinkets are nearly identical; each one reduces the casting time of their class's largest heal spell by 40%, and reduces the mana cost of all healing spells by 5%. This effect lasts only 15 seconds, and thus the trinkets are most effective when a single player is taking intense damage, and can therefore utilize all the healing being applied. The trinkets can also allow rapid healing of an entire party, but some method of rapidly switching targets would be needed to get the most out of the time spent.
 
   
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'''[[Orc]]''' - Despite their obvious physical strength, they display a decent magical ability. Orcs tend to make poor [[arcanist]]s, but culturally have a heritage of peaceful [[shamanism]], combined with a more recent focus on the darker magic of [[warlocks]] and [[necromancer|necromancy]].
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=== Paladin, Mage, and Warlock ===
 
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These trinkets are not at all identical, but very similar; each increases the damage output of a particular category of spells.
 
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* In the paladin's case, this would be all spells, healing included. Since paladins have so few attack spells, and none which can be used repeatedly or rapidly, this trinket may be more effective when used for a quick burst of healing, like a druid or priest trinket.
 
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* The mage trinket enhances arcane spell criticals, but mages have only two arcane spells which are capable of critical effects: arcane missiles and arcane explosion. In either case, simply recasting the spell rapidly should be sufficient to use this trinket's effect fully.
 
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* The warlock's trinket improves more of his spells than the mage's does, but most of his spells have a casting time. Warlocks may find that the easiest way to fully exploit their trinket is by casting shadow bolt repeatedly. If a warlock has the improved shadow bolt talent, they may wish to use the trinket after a natural critical in order to get the most out of the critical damage buff. Shadow burn may also improve damage.
 
   
  +
'''[[Tauren]]''' - Few experiment with the [[arcane]], but the bull-men are highly attuned to the magics of the earth. As is the case with many nature-worshiping tribes, many follow the path of the [[shaman]]. Furthermore, their most senior druid can rival the archdruids of [[Darnassus]] in power.
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=== Shaman ===
 
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The shaman trinket is the most unique of all the Zul'Gurub trinkets - it is the only one whose effects do not require direct action to utilize. The shaman need only get several enemies to attack him, then use his lightning shield and this trinket. The shaman may need to recast his lightning shield several times over the trinket's 20 second duration, but the effects should be thoroughly satisfying.
 
  +
'''[[Troll]]''' - A surprising affinity for the magic arts belies the troll's barbaric reputation and history. My Zul'tour - an expedition into the troll empires of [[Zul'Aman]], [[Zul'Farrak]], and [[Zul'Drak]] - has revealed a startling variety in troll casters, ranging from witch doctors to shadow priests to a bizarre animal worship that most closely resembles [[druidism]].
  +
  +
'''[[Undead]]''' - The undead have as much magical skill as can be expected of any living human... if not more. [[Sylvanas]]' [[Forsaken]], in particular, fling spells with the frightening levels of zeal.
  +
  +
'''[[Blood Elf]]''' - A history of prolonged exposure to magical energy has left an indelible mark on the Blood Elves. These lithe, magic-addicted creatures seem to fare well in any magical school they study. Most recently, the blood elves have take up the path of the "[[Blood Knight]]", which can be loosely described as a form of [[paladin]]ism.
  +
  +
'''[[Taunka]]''' - Much like their [[tauren]] cousins, taunka tend to focus on magic stemming from the earth.
  +
  +
==The Old Wizard's Almanac: Other Arcanist-Friendly Races==
  +
''Magic is not limited simply to the races of the [[Horde]] and the [[Alliance]]. Many of the creatures that make [[Azeroth]] their home are capable of thaumaturgical pursuits. - O.W.''
  +
  +
'''[[Naga]] '''- While males are more suited for melee combat, female naga are incredible sorcerers, commanding the power of water and ice at their fingertips. It should be noted that their ancient queen [[Queen Azshara|Azshara]] was reputedly one of the most powerful magic-users in Azeroth's history.
  +
  +
'''[[Nerubian]] '''- Only the most powerful Nerubian leaders have the capacity for magic. However, following the onslaught of the [[Scourge]], many plagued Nerubians have become [[necromancer]]s.
  +
  +
'''[[Ogre]] '''- Most of these expatriates from [[Draenor]] focus on the path of the [[warrior]] or the [[ranger]], but a small percentage choose a life of sorcery as ogre-magi. [[Cho'gall]], one of the first ogre-magi, was an immensely powerful sorcerer (in addition to simply being immense).
  +
  +
'''[[Satyr]] '''- These dangerous creatures have features similar to those of [[night elves]], but twisted demonic bodies. Masters of demonic magic, satyrs are incredibly dangerous. Extreme caution is advised when approaching them.
  +
  +
'''[[Blue Dragons]]''' - The ancient children of [[Malygos]] are among the foremost experts on [[arcane]] magic. Some, such as the adventurous [[Kalecgos]], are friendly to the mortal wizard and potentially could make excellent research partners. Unfortunately, recent rumors from the north indicate that some of the blue dragons have grown extremely hostile to other spellcasters. The reasons for this aggression are as-yet unknown.
  +
  +
==The Old Wizard's Almanac: The Shamanic Races==
  +
''My travels have introduced me to numerous societies across Azeroth, many of whom practice [[shamanism]]. Many of these peoples live off the land, shunning advanced society for a more nature-centric existence. - O.W.''
  +
  +
'''[[Quilboar]]''' - The few quilboar that remain in [[Kalimdor]] are known to practice [[geomancy]], a crude form of [[shamanism]]. Some plagued quilboar practice this form of magic even in undeath.
  +
  +
'''[[Gnoll]]''' - Gnolls are a strange race. I once managed to gain the favor of a clan leader in [[Redridge]] by performing a basic cantrip - the kind taught to [[Dalaran]]'s schoolchildren. For a day, he was my best friend, until he forgot my trick and sicced his hunters on me. Anyhow, when they can be bothered to pay attention long enough, gnolls tend to focus on elemental shamanism.
  +
  +
'''[[Centaur]]''' - Centaur females tend to use a dark, perverted form of [[shamanism]]. Magic use among centaur males, on the other hand, is quite rare.
  +
  +
'''[[Wolvar]]''' - This wolverine-like group may appear primitive upon first glance. However, their tribal leaders are often very powerful [[shaman]].
  +
  +
'''[[Oracles]]''' - Though they are the sworn enemies of the wolvar, the oracles seem to have a nearly identical social system. Grunt work is done by the warriors, but their cultural leaders are nearly always great [[shaman]]ic practitioners.
  +
  +
'''[[Furbolg]]''' - These days, it seems few furbolg ever become shaman. [[Shamanism]] is much more common among the among the free-willed furbolg tribes. Furthermore, some free-willed furbolg are even capable of basic shapeshifting, much like a trained [[druid]].
  +
  +
==The Old Wizard's Almanac: Peoples of the Land==
  +
''Shamanism isn't the only nature-centric magic. Many of Azeroth's simpler races perform spells that stem from the the[sic] earth's energies, but which cannot be called shamanism. Whether their magic powers come from the same source as the shaman's magic or not is a constant point of debate in the halls of the [[Violet Citadel]]. - O.W.''
  +
  +
'''[[Tuskarr]]''' - The walrus-men practice a form of magic that, on its surface, is astonishingly similar to [[shamanism]]. Our scholars have not yet deciphered the source of the tuskarr's magic.
  +
  +
'''[[Kobold]]''' - These simple creatures are only capable of earth magic. My exploits as a youth taught me that a few of them have perfected a rather nasty fireball, but that's about it.
  +
  +
'''[[Wildkin]]''' - These feathered creatures go by many names - moonkin, owlbear, and owlkin, to name a few. These gentle giants possess a natural, [[druid]]ic energy similar to that of the night elves.
  +
  +
'''[[Harpy]]''' - The cackling bird-women are capable of powerful elemental storm magic. Little is known about the source of their power, as 1) they attack invaders on sight, 2) few can discern any meaning behind their shrill cries, and 3) none can tolerate the smell of their nests.
  +
  +
'''[[Murloc]]''' - For many years these enigmatic creatures appeared to be capable of only the most basic magic. Do not be deceived by their unintelligent fae. The fish-men are fully capable of casting potent earth and water spells, and their numbers on land increase by the day.
  +
  +
'''[[Makrura]]''' - The lobster-like race of makrura, while widely considered primitive, has an innate capacity for water magic.
  +
  +
==The Old Wizard's Almanac: Non-Magical Creatures==
  +
''Magic is not for everyone. The non-intelligent beasts of the world have survived for millenia on their wits alone, as have several of the simpler races. Some races, while socially advanced, simply prefer to avoid magic in favor of other pursuits. As [[Kirin Tor]], it is critically important that we understand the way that these races thrive without any magic at all. - O.W.''
  +
  +
'''[[Goblin]]''' - Goblins tend to be distrustful of magic, preferring to focus mainly on technological ventures. Unlike their [[gnome|gnomish]] counterparts, they lack the capacity to understand and appreciate the [[arcane]]. That being said, there are some that have combined their technology with magic, yielding interesting results.
  +
  +
'''[[Trogg]]''' - These primitive creatures simply lack the intelligence necessary for magic.
  +
  +
'''[[Magnataur]]''' - The enormous magnataur have little to no magical affinity. Magnataur casters are very rare, and tend to be follow[sic] a [[shaman]]ic route if they practice at all. I can tell you first hand, however, that they won't go down without a fight, and their thick hides can withstand several of the most powerful frostbolts.
  +
  +
'''[[Vrykul]]''' - While [[Northrend]]'s half-giants naturally know little to no magic, some have been trained in [[necromancer|necromancy]] by the [[Lich King]]. I have also heard rumors of rune magic of some kind, but I have not yet had the opportunity to research this intriguing subject in depth.
 
}}
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==External links==
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<!-- Read http://www.wowpedia.org/Wowpedia:External_links before posting your links here.
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Links that do not conform to the rules will be DELETED.
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Repeat violations may result in a BAN.
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Have a nice day. :) -->
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{{elinks-object|192905}}
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[[Category:World of Warcraft book objects]]
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[[Category:Dalaran objects]]

Revision as of 11:38, 20 January 2012



The Old Wizard's Almanac Location

The Old Wizard's Almanac is a book in Dalaran which can spawn in place of The Schools of Arcane Magic.[56.7, 45.5]VZ-DalaranBlip

Contents

The Old Wizard's Almanac

The Old Wizard's Almanac: The Alliance

As a historically Alliance-friendly organization, one would think that the Kirin Tor might not need a guidebook outlining the Alliance races. I feel that the opposite is true - that we can only understand the other races after truly looking inward. -O.W.

Human - As adaptable a race as you will ever find, humans can be some of the most highly skilled magic-users. Any list of the most powerful mages in history will be dominated by humans. Perhaps most tellingly, the Old Wizard himself is a human.

Dwarf - Dwarves possess a moderate magical acuity, but tend to have difficulty at the higher echelons of wizardry. While they tend to focus more on priestly endeavors, a rare few have been known to dabble in arcane or necromantic activities.

Gnome - Gnomes are remarkably adept arcanists. Pound for pound, they are some of the most potent caster the world has ever known, and have always had a presence in the Kirin Tor.

Night Elf - While night elves tend to avoid arcane energy like it was the Scourge, their druidic powers are second to none.

Draenei - This ancient race has brought the alliance both powerful wizards and masterful wielders of the Light. More recently, the Draenei have adopted shamanism after their arrival in Kalimdor.

High Elf - The magic of the high elves is extremely powerful. High elves possess a magical acumen that rivals that of any - even the humans. Some of the greatest heroes in the Battle of Mount Hyjal were the High Elf Priests.

The Old Wizard's Almanac: The Horde

Up until the last few years, most of my information on the Horde has been anecdotal, or inferred from my few experiences in battle against them. However, as the Kirin Tor has recently adopted a more neutral stance in Horde-Alliance relations, the amount of information on the Horde and their magic has exploded. - O.W.

Orc - Despite their obvious physical strength, they display a decent magical ability. Orcs tend to make poor arcanists, but culturally have a heritage of peaceful shamanism, combined with a more recent focus on the darker magic of warlocks and necromancy.

Tauren - Few experiment with the arcane, but the bull-men are highly attuned to the magics of the earth. As is the case with many nature-worshiping tribes, many follow the path of the shaman. Furthermore, their most senior druid can rival the archdruids of Darnassus in power.

Troll - A surprising affinity for the magic arts belies the troll's barbaric reputation and history. My Zul'tour - an expedition into the troll empires of Zul'Aman, Zul'Farrak, and Zul'Drak - has revealed a startling variety in troll casters, ranging from witch doctors to shadow priests to a bizarre animal worship that most closely resembles druidism.

Undead - The undead have as much magical skill as can be expected of any living human... if not more. Sylvanas' Forsaken, in particular, fling spells with the frightening levels of zeal.

Blood Elf - A history of prolonged exposure to magical energy has left an indelible mark on the Blood Elves. These lithe, magic-addicted creatures seem to fare well in any magical school they study. Most recently, the blood elves have take up the path of the "Blood Knight", which can be loosely described as a form of paladinism.

Taunka - Much like their tauren cousins, taunka tend to focus on magic stemming from the earth.

The Old Wizard's Almanac: Other Arcanist-Friendly Races

Magic is not limited simply to the races of the Horde and the Alliance. Many of the creatures that make Azeroth their home are capable of thaumaturgical pursuits. - O.W.

Naga - While males are more suited for melee combat, female naga are incredible sorcerers, commanding the power of water and ice at their fingertips. It should be noted that their ancient queen Azshara was reputedly one of the most powerful magic-users in Azeroth's history.

Nerubian - Only the most powerful Nerubian leaders have the capacity for magic. However, following the onslaught of the Scourge, many plagued Nerubians have become necromancers.

Ogre - Most of these expatriates from Draenor focus on the path of the warrior or the ranger, but a small percentage choose a life of sorcery as ogre-magi. Cho'gall, one of the first ogre-magi, was an immensely powerful sorcerer (in addition to simply being immense).

Satyr - These dangerous creatures have features similar to those of night elves, but twisted demonic bodies. Masters of demonic magic, satyrs are incredibly dangerous. Extreme caution is advised when approaching them.

Blue Dragons - The ancient children of Malygos are among the foremost experts on arcane magic. Some, such as the adventurous Kalecgos, are friendly to the mortal wizard and potentially could make excellent research partners. Unfortunately, recent rumors from the north indicate that some of the blue dragons have grown extremely hostile to other spellcasters. The reasons for this aggression are as-yet unknown.

The Old Wizard's Almanac: The Shamanic Races

My travels have introduced me to numerous societies across Azeroth, many of whom practice shamanism. Many of these peoples live off the land, shunning advanced society for a more nature-centric existence. - O.W.

Quilboar - The few quilboar that remain in Kalimdor are known to practice Ability evoker geomancy [Geomancy], a crude form of shamanism. Some plagued quilboar practice this form of magic even in undeath.

Gnoll - Gnolls are a strange race. I once managed to gain the favor of a clan leader in Redridge by performing a basic cantrip - the kind taught to Dalaran's schoolchildren. For a day, he was my best friend, until he forgot my trick and sicced his hunters on me. Anyhow, when they can be bothered to pay attention long enough, gnolls tend to focus on elemental shamanism.

Centaur - Centaur females tend to use a dark, perverted form of shamanism. Magic use among centaur males, on the other hand, is quite rare.

Wolvar - This wolverine-like group may appear primitive upon first glance. However, their tribal leaders are often very powerful shaman.

Oracles - Though they are the sworn enemies of the wolvar, the oracles seem to have a nearly identical social system. Grunt work is done by the warriors, but their cultural leaders are nearly always great shamanic practitioners.

Furbolg - These days, it seems few furbolg ever become shaman. Shamanism is much more common among the among the free-willed furbolg tribes. Furthermore, some free-willed furbolg are even capable of basic shapeshifting, much like a trained druid.

The Old Wizard's Almanac: Peoples of the Land

Shamanism isn't the only nature-centric magic. Many of Azeroth's simpler races perform spells that stem from the the[sic] earth's energies, but which cannot be called shamanism. Whether their magic powers come from the same source as the shaman's magic or not is a constant point of debate in the halls of the Violet Citadel. - O.W.

Tuskarr - The walrus-men practice a form of magic that, on its surface, is astonishingly similar to shamanism. Our scholars have not yet deciphered the source of the tuskarr's magic.

Kobold - These simple creatures are only capable of earth magic. My exploits as a youth taught me that a few of them have perfected a rather nasty fireball, but that's about it.

Wildkin - These feathered creatures go by many names - moonkin, owlbear, and owlkin, to name a few. These gentle giants possess a natural, druidic energy similar to that of the night elves.

Harpy - The cackling bird-women are capable of powerful elemental storm magic. Little is known about the source of their power, as 1) they attack invaders on sight, 2) few can discern any meaning behind their shrill cries, and 3) none can tolerate the smell of their nests.

Murloc - For many years these enigmatic creatures appeared to be capable of only the most basic magic. Do not be deceived by their unintelligent fae. The fish-men are fully capable of casting potent earth and water spells, and their numbers on land increase by the day.

Makrura - The lobster-like race of makrura, while widely considered primitive, has an innate capacity for water magic.

The Old Wizard's Almanac: Non-Magical Creatures

Magic is not for everyone. The non-intelligent beasts of the world have survived for millenia on their wits alone, as have several of the simpler races. Some races, while socially advanced, simply prefer to avoid magic in favor of other pursuits. As Kirin Tor, it is critically important that we understand the way that these races thrive without any magic at all. - O.W.

Goblin - Goblins tend to be distrustful of magic, preferring to focus mainly on technological ventures. Unlike their gnomish counterparts, they lack the capacity to understand and appreciate the arcane. That being said, there are some that have combined their technology with magic, yielding interesting results.

Trogg - These primitive creatures simply lack the intelligence necessary for magic.

Magnataur - The enormous magnataur have little to no magical affinity. Magnataur casters are very rare, and tend to be follow[sic] a shamanic route if they practice at all. I can tell you first hand, however, that they won't go down without a fight, and their thick hides can withstand several of the most powerful frostbolts.

Vrykul - While Northrend's half-giants naturally know little to no magic, some have been trained in necromancy by the Lich King. I have also heard rumors of rune magic of some kind, but I have not yet had the opportunity to research this intriguing subject in depth.

External links