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** Strom'kar, the Warbreaker, a two-handed [[HeroesPreferSwords sword]] for Arms warriors once wielded by the first king of Arathor to end the Troll Wars.

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** Strom'kar, the Warbreaker, a two-handed [[HeroesPreferSwords sword]] for Arms warriors once wielded by the first king of Arathor to end the Troll Wars.Wars and seal away a lieutenant of the Old Gods.



* UnstoppableRage: Unstoppable is right--Warriors can effectively heal their wounds and ignore crowd control effects by focusing their anger.

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* UnstoppableRage: Unstoppable is right--Warriors right -- Warriors can effectively heal their wounds and ignore crowd control effects by focusing their anger.



** Fu Zan, the Wanderer's Companion, a [[SimpleStaff staff]] for Brewmaster monks, the staff wielded by the Titanic watcher Freya as she created the Wild Gods.

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** Fu Zan, the Wanderer's Companion, a [[SimpleStaff staff]] for Brewmaster monks, the staff once wielded by the Titanic watcher Freya as she created the Wild Gods.



* DodgeTheBullet: Havoc Demon Hunters' primary defense comes from avoiding attacks entirely, be it from [[DashAttack dashing]] out of area attacks or boosting their Dodge chance.They can even create fields of shadow that allow their ''allies'' to avoid attacks entirely.

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* DodgeTheBullet: Havoc Demon Hunters' primary defense comes from avoiding attacks entirely, be it from [[DashAttack dashing]] out of area attacks or boosting their Dodge chance. They can even create fields of shadow that allow their ''allies'' to avoid attacks entirely.



** The Twinblades of the Deceiver for Havoc demon hunters, infused with the power of Kil'jaeden and taken from a traitor to the Illidari.
** The Aldrachi Warblades for Vengeance demon hunters, originally wielded by the champion of one of the first races to resist -- and be wiped out by -- the Legion.

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** The Twinblades of the Deceiver Deceiver, a [[DualWielding pair of]] [[DoubleWeapon warglaives]] for Havoc demon hunters, infused with the power of Kil'jaeden and taken from a traitor to the Illidari.
** The Aldrachi Warblades Warblades, [[DualTonfas a set of bladed tonfa]] for Vengeance demon hunters, originally wielded taken by Sargeras from the champion of one of the first races to resist -- and be wiped out by -- the Legion.

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** G'Hanir the Mother Tree, a MagicStaff for Restoration druids, formed from the branch of a world tree.

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** G'Hanir the Mother Tree, a MagicStaff for Restoration druids, formed from the a branch of a the first world tree.tree used to create the Emerald Dream.


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* NamedWeapons: The artifact weapons in ''Legion'':
** Fu Zan, the Wanderer's Companion, a [[SimpleStaff staff]] for Brewmaster monks, the staff wielded by the Titanic watcher Freya as she created the Wild Gods.
** Sheilun, Staff of the Mists, a [[MagicStaff staff]] for Mistweaver monks, blessed by the August Celestials and used by Emperor Shaohao to cloak Pandaria in mists.
** The Fists of the Heavens, a [[DualWielding pair of]] [[PowerFist bladed fist weapons]] infused with power stolen from the Elemental Lord [[BlowYouAway Al'akir]].


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* NamedWeapons: The artifact weapons in ''Legion'':
** The Twinblades of the Deceiver for Havoc demon hunters, infused with the power of Kil'jaeden and taken from a traitor to the Illidari.
** The Aldrachi Warblades for Vengeance demon hunters, originally wielded by the champion of one of the first races to resist -- and be wiped out by -- the Legion.

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** The Dreadblades, a [[DualWielding set of]] [[HeroesPreferSwords cutlasses]] for Outlaw rogues.

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** The Dreadblades, a [[DualWielding set of]] [[HeroesPreferSwords [[CoolSword cutlasses]] for Outlaw rogues.



* LastStand: The appropriately-named "Last Stand" ability grants the player a brief health boost for use in emergencies.



* LastStand: The appropriately-named "Last Stand" ability grants the player a brief health boost for use in emergencies.

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* LastStand: NamedWeapons: The appropriately-named "Last Stand" ability grants artifact weapons in ''Legion'':
** Strom'kar,
the player Warbreaker, a brief health boost two-handed [[HeroesPreferSwords sword]] for use in emergencies. Arms warriors once wielded by the first king of Arathor to end the Troll Wars.
** The Scale of the Earth-warder, a [[LuckilyMyShieldWillProtectMe shield]] for Protection warriors made from the scale of the dragon Aspect Neltharion before he became Deathwing, with a complementary sword.
** The Warswords of the Valarjar, a [[DualWielding pair of]] [[OneHandedZweihander massive swords]] commissioned by the Titanic keeper Odyn and corrupted by the death goddess Helya.


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* NamedWeapons: The artifact weapons in ''Legion'':
** The Maw of the Damned, a [[AnAxeToGrind two-handed axe]] for Blood death knights, a [[HungryWeapon soul-leeching weapon]] adorned with the [[AndIMustScream skull of the crazed demon who crafted it]].
** Apocalypse, a two-handed [[EvilWeapon demonic sword]] for Unholy death knights, capable of summoning its own ArmyOfTheDead and previously used by dreadlords to create a HatePlague.
** The Blades of the Fallen Prince, a [[DualWielding pair of]] [[ElementalWeapon icy blades]] for Frost death knights, reforged from the shards of Frostmourne after the fall of Icecrown Citadel.

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* NamedWeapons: The artifact weapons in ''Legion'':
** The Kingslayers, the [[DualWielding twin daggers]] once wielded by Garona Halforcen to slay King Llane Wrynn.
** The Dreadblades, a [[DualWielding set of]] [[HeroesPreferSwords cutlasses]] for Outlaw rogues.
** The Fangs of the Devourer, a [[DualWielding pair of daggers]] formed from the teeth of Sargeras' personal felhound.



* StealthExpert: Being shady characters of operating outside boundaries of law, this skill is immensely helpful. Rogue tactics are based enormously on the ability Stealth.

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* StealthExpert: Being shady characters of operating outside boundaries of law, this skill is immensely helpful. Rogue tactics tactics, particularly those for Subtlety rogues, are based enormously on the ability Stealth.Stealth.
* SwordAndGun: Outlaw rogues have a Pistol Shot ability that evokes this image.



* LuckilyMyShieldWillProtectMe: if they are not carrying a staff, Restoration and Elemental shamans can be seen using one. Whoever, being casters it, alongside the main hand weapon, ends up being [[StatSticks Stat Sticks]]



* LuckilyMyShieldWillProtectMe: if they are not carrying a staff, Restoration and Elemental shamans can be seen using one. Whoever, being casters it, alongside the main hand weapon, ends up being [[StatSticks Stat Sticks]]

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* LuckilyMyShieldWillProtectMe: if they are not carrying NamedWeapons: The artifact weapons in ''Legion'':
** The Fist of Ra-Den, an [[ElementalWeapon electric]] [[PowerFist fist]] for Elemental shamans, used by the Titanic keeper Ra to create the Elemental Planes, with its own shield.
** Sharas'dal, Scepter of the Tides,
a staff, [[DropTheHammer mace]] for Restoration and Elemental shamans can be seen using one. Whoever, being casters it, alongside infused with the main hand weapon, ends up being [[StatSticks Stat Sticks]]power of the Naga queen Azshara, with a complementary shield.
** The Doomhammer, a [[DropTheHammer hammer]] for Enhancement shamans, which gives the user the power to summon an [[ElementalWeapon elemental replica]] for their offhand.


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* NamedWeapons: The artifact weapons in ''Legion'':
** The (Jeweled) Scepter of Sargeras, a [[MagicStaff staff]] for Destruction warlocks originally wielded by the Dark Titan Sargeras himself, used by Ner'zhul to obliterate Draenor and create Outland.
** Ulthalesh, the Deadwind Harvester, a [[SinisterScythe scythe]] for Affliction warlocks, which earned its name from scouring the land around Karazhan of all life to create the Deadwind Pass.
** Skull of the Man'ari, the [[LivingWeapon animated skull]] of the first Eredar summoner Thal'kiel for Demonology warlocks, with [[{{Squick}} his spine]] for a dagger.

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** Fangs of Ashamane, [[DualWielding two daggers]] for Feral druids.
** Claws of Ursoc, [[DualWielding two]] [[PowerFist fist weapons]] for Guardian druids.
** Scythe of Elune, a [[SinisterScythe scythe]]-shaped MagicStaff for Balance druids.
** G'Hanir the Mother Tree, a MagicStaff for Restoration druids.

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** Fangs of Ashamane, [[DualWielding two daggers]] for Feral druids.
druids formed from the teeth of panther Wild God.
** Claws of Ursoc, [[DualWielding two]] [[PowerFist fist weapons]] for Guardian druids.
druids, once wielded by one of the bear Wild God siblings.
** Scythe of Elune, a [[SinisterScythe scythe]]-shaped MagicStaff for Balance druids.
druids with powers tied to the Worgen curse.
** G'Hanir the Mother Tree, a MagicStaff for Restoration druids.druids, formed from the branch of a world tree.



** Talonclaw, a [[BladeOnAStick spear]] for Survival hunters.
** Thas'dorah, Legacy of the Windrunners, a bow for Marksmanship hunters.
** Titanstrike, a [[{{BFG}} gun]] for Beast Mastery hunters.

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** Talonclaw, a [[BladeOnAStick spear]] for Survival hunters.
hunters, originally wielded by Huln Highmountain, leader of the tauren in the War of the Ancients.
** Thas'dorah, Legacy of the Windrunners, a bow for Marksmanship hunters.
hunters, once wielded by the missing Alleria Windrunner.
** Titanstrike, a [[{{BFG}} gun]] for Beast Mastery hunters.hunters, crafted by the Titanic keeper Mimiron.



** Felo'melorn, a [[ElementalWeapon caster sword]] for Fire mages, combined with its attached offhand.
** Ebonchill, a [[MagicStaff staff]] for Frost mages.
** Alu'neth, Greatstaff of the Magna, a [[MagicStaff staff]] for Arcane mages.

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** Felo'melorn, a [[ElementalWeapon caster sword]] for Fire mages, combined with its attached offhand.
offhand, a blade passed down through the Sunstrider dynasty before Kael'thas' fall from grace.
** Ebonchill, a [[MagicStaff staff]] for Frost mages.
mages originally wielded by the First Guardian, Alodi.
** Alu'neth, Greatstaff of the Magna, a [[LivingWeapon sentient]] [[MagicStaff staff]] for Arcane mages.mages once wielded by the Guardian Aegwynn.



* NamedWeapons: The artifact weapons in ''Legion'':
** Truthguard, a [[LuckilyMyShieldWillProtectMe shield]] for Protection paladins, combined with its attached sword Oathseeker.
** The Silver Hand, a [[DropTheHammer hammer]] for Holy paladins originally wielded by the Titanic watcher Tyr, alongside a tome.
** Ashbringer, the long-awaited two-handed [[ElementalWeapon fiery sword]] for Retribution paladins. AndTheFandomRejoiced.



* NamedWeapons: The artifact weapons in ''Legion'':
** Tuu're, Beacon of the Naaru, a [[MagicStaff staff]] for Holy priests formed from the core of a fallen [[OurAngelsAreDifferent Naaru]].
** Light's Wrath, a [[MagicStaff staff]] for Discipline priests, made to be a sibling to the Retribution paladin's Ashbringer.
** Xal'atath, Blade of the Black Empire, a [[LivingWeapon sentient]] ritual dagger for Shadow priests.



* EarlyInstallmentWeirdness: First generation of death knights that appear in ''Warcraft II'' are undead human knights whose corpses are possessed by spirits of deceased orc warlocks. Only third-generation death knights have shown any grasp of Frost magic; in fact, several death knights shown the Warcraft series prior to ''Wrath of the Lich King'', such as Teron Gorefiend (an example of the above) and Thane Korth'azz, have been heavily associated with ''Fire'' magic.

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* EarlyInstallmentWeirdness: First generation of EarlyInstallmentWeirdness:The first-generation death knights that appear in ''Warcraft II'' are undead human knights whose corpses are possessed by spirits of deceased orc warlocks. Only third-generation death knights have shown any grasp of Frost magic; in fact, several death knights shown the Warcraft series prior to ''Wrath of the Lich King'', such as Teron Gorefiend (an example of the above) and Thane Korth'azz, have been heavily associated with ''Fire'' magic.

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* PowerBornOfMadness: Shadow priests literally use Insanity as a resource as of ''Legion''. Void Form can be extended by maintaining high levels of Insanity, and Surrender to Madness is less likely to kill you as long as Void Form stays up.



* WithGreatPowerComesGreatInsanity: Shadow priests literally use Insanity as a resource as of ''Legion'', so it's more like "With Great Insanity Comes Great Power". Void Form can be extended by maintaining high levels of Insanity, and Surrender to Madness is less likely to kill you as long as Void Form stays up.

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* CastFromHitPoints: Shadow priests have some skills based around sacrifice. For instance, "Shadow Mend" will initially heal the target, but comes at the cost of some of that restored health over a period. "Surrender to Madness" grants the Shadow priest a massive boost in power... and then [[CastFromLifeSpan kills them at the end of its effect.]] [[AndThatsTerrible Horribly.]]

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* CastFromHitPoints: Shadow priests have some skills based around sacrifice. For instance, "Shadow Mend" will initially heal the target, but comes at the cost of some of that restored health over a period. "Shadow Word: Death" used to harm the user if the effect didn't kill the target. "Surrender to Madness" grants the Shadow priest a massive boost in power... and then [[CastFromLifeSpan kills them at the end of its effect.]] [[AndThatsTerrible Horribly.]]



* GoMadFromTheRevelation: Shadow Priests enter Void Form with high levels of Insanity. And then there's Surrender to Madness...



* WithGreatPowerComesGreatInsanity: Shadow priests literally use insanity as a resource as of ''Legion'', so it's more like "With Great Insanity Comes Great Power". This culminates with their Surrender to Madness ability, the advantage of which can be extended by maintaining high levels of insanity.

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* WithGreatPowerComesGreatInsanity: Shadow priests literally use insanity Insanity as a resource as of ''Legion'', so it's more like "With Great Insanity Comes Great Power". This culminates with their Surrender to Madness ability, the advantage of which Void Form can be extended by maintaining high levels of insanity.Insanity, and Surrender to Madness is less likely to kill you as long as Void Form stays up.

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* CastFromHitPoints: Shadow priests have some skills based around sacrifice. For instance, "Shadow Mend" will initially heal the target, but comes at the cost of some of that restored health over a period. "Surrender to Madness" grants the Shadow priest a massive boost in power... and then [[CastFromLifeSpan kills them at the end of its effect.]] [[AndThatsTerrible Horribly.]]



* LivingWeapon: In ''Legion'', the shadow priest artifact weapon "Xal'atath, Blade of the Black Empire" has a mind and will of its own.
* LovecraftianSuperpower: Shadow priests use the powers of the '''''[[EldritchAbomination Old Gods]]'''''.

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* LivingWeapon: In ''Legion'', the shadow Shadow priest artifact weapon "Xal'atath, Blade of the Black Empire" has a mind and will of its own.
* LovecraftianSuperpower: Long-implied before ''Legion'', Shadow priests use forsake the Light to channel the powers of the '''''[[EldritchAbomination '''''[[GodOfEvil Old Gods]]'''''.Gods]]'''''. This allows them not only a number of PsychicPowers, but also the ability to summon CombatTentacles and EldritchAbomination minions.


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* WithGreatPowerComesGreatInsanity: Shadow priests literally use insanity as a resource as of ''Legion'', so it's more like "With Great Insanity Comes Great Power". This culminates with their Surrender to Madness ability, the advantage of which can be extended by maintaining high levels of insanity.
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** The developers have stated that they intended for Protection Warriors to embody everything between CityGuards to the KnightInShiningArmor elements not covered by Paladins, while Arms Warriors are intended to be the kind of mercenaries to [[ICallItVera have special names for each of their weapons]]. While almost all character personality elements are left to the player, Fury Warriors' entire playstyle is distinctly built around being the "screaming, bloodthirsty, rage-powered brutes" that this trope implies.

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** The developers have stated that they intended for Protection Warriors to embody everything between CityGuards to the KnightInShiningArmor elements not covered by Paladins, while Arms Warriors are intended to be the kind of mercenaries to [[ICallItVera have special names for each of their weapons]]. While almost all character personality elements are left to the player, Fury Warriors' entire playstyle is distinctly built around being the "screaming, bloodthirsty, rage-powered brutes" brute" that this trope implies.



* OneHandedZweihander: Fury warriors have the passive ability called Berzerker which allows them to wield two-handed weapons with one hand.

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* OneHandedZweihander: Fury warriors have the passive ability called Berzerker Titan's Grip which allows them to wield two-handed weapons with one hand.
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** In ''Legion'', the Alliance and Horde get wrecked by the Burning Legion. Whatever forces remain decide to fight each other instead of the Legion to the point of lethal stupidity. Because of this, most of the netural class factions cut ties with the major factions and because of your legacy and credentials, they all unanimously agree that you should be the one in charge, making you the de-facto leader of your ''entire class''.

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** In ''Legion'', the Alliance and Horde get wrecked by the Burning Legion. Whatever forces remain decide to fight each other instead of the Legion to the point of lethal stupidity. Because of this, most of the netural neutral class factions cut ties with the major factions and because of your legacy and credentials, they all unanimously agree that you should be the one in charge, making you the de-facto leader of your ''entire class''.
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* EarlyInstallmentWeirdness: First generation of death knights that appear in ''Warcraft II'' are undead human knights whose corpses are possessed by spirits of deceased orc warlocks. Some shown in ''World of Warcraft'' prior to ''Wrath of the Lich King'', such as Teron Gorefiend and Thane Korth'azz, were more heavily associated with Fire magic than Frost.
* EverythingsBetterWithSpinning: Bone Shield and Bonestorm abilities of the Blood Death Knight, and Remorseless Winter for Frost Death Knights.

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* EarlyInstallmentWeirdness: First generation of death knights that appear in ''Warcraft II'' are undead human knights whose corpses are possessed by spirits of deceased orc warlocks. Some Only third-generation death knights have shown any grasp of Frost magic; in ''World of Warcraft'' fact, several death knights shown the Warcraft series prior to ''Wrath of the Lich King'', such as Teron Gorefiend (an example of the above) and Thane Korth'azz, were more have been heavily associated with Fire magic than Frost.
''Fire'' magic.
* EverythingsBetterWithSpinning: The Bone Shield and Bonestorm abilities of the Blood Death Knight, and Remorseless Winter for Frost Death Knights, and Soul Reaper for Unholy Death Knights.



* HeelFaceTurn: At the end of their quest line they return to their former heroic ways.
* HellishHorse: Death Knights' will gain the Acherus Deathcharger after the quest Into The Realm of Shadows, which essentially involves hijacking the horse from a other-dimensional horseman. The charger has a pair of curved horns, glowing blue eyes, hooves wreathed in blue flames and is clad in dark armor decorated with skulls. Additionally, skeletal warhorses are also popular with death knights (see Baron Rivendale and the Four Horsemen).
* AnIcePerson: Compared to those mages who study the properties of ice to manipulate them as methods of offense, death knights are the incarnation of winter itself. Their [[TheDreaded mere presence brings a chill upon a normal man's heart]] and when they strike, their frost-encrusted blades howl with the might of winter. Frost Death Knights are particularly adept in this field, calling in arctic winds and winter storms.

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* HeelFaceTurn: At the end of their starting quest line they return to their former heroic ways.
* HellishHorse: Death Knights' will gain the Acherus Deathcharger after the quest Into The Realm of Shadows, which essentially involves hijacking the horse from a other-dimensional horseman. The charger has a curved pair of curved goat horns, glowing blue eyes, hooves wreathed in blue flames and is clad in dark armor decorated with skulls. Additionally, skeletal warhorses are also popular with death knights (see Baron Rivendale Rivendare and [[spoiler:both generations of]] the Four Horsemen).
* AnIcePerson: Compared to those mages who study the properties of ice to manipulate them as methods of offense, death knights are the incarnation of winter itself. Their [[TheDreaded mere presence brings a chill upon a normal man's heart]] and when they strike, their frost-encrusted blades howl with the might of winter. Frost Death Knights are particularly adept in this field, calling in arctic winds and winter storms.storms to wear down crowds of foes.



* SpellBlade: The Death Knight's calling card is his magically empowered Runeblade. Frost and Unholy Death Knights in particular can infuse the blade with elemental energy on some swings.

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* SpellBlade: The Death Knight's calling card is his magically empowered Runeblade. Frost and Unholy Death Knights in particular can infuse the blade with elemental energy on for some swings.attacks.



* CombatParkour: Havoc Demon Hunters employ their [[DashAttack Fel Rush]], [[SpringJump Vengeful Retreat]], and [[InASingleBound Metamorphosis]] effects as part of their regular attack rotation. They also boast having the highest mobility in the game, with their DoubleJump and [[NotQuiteFlight Glide]] abilities; Havoc Demon Hunters even increase their base movement speed as they gear up. This can be {{Combo}}ed to rapidly cross ''massive'' distances in the open world, and perform SequenceBreaking in some older dungeons.

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* CombatParkour: Havoc Demon Hunters employ their [[DashAttack Fel Rush]], [[SpringJump Vengeful Retreat]], and [[InASingleBound Metamorphosis]] effects as part of their regular attack rotation. They also boast having the highest mobility in the game, with their DoubleJump and [[NotQuiteFlight Glide]] abilities; Havoc Demon Hunters even increase their base movement speed as they gear up. This These can be {{Combo}}ed to rapidly cross ''massive'' distances in the open world, and perform SequenceBreaking in some older dungeons.



* {{Determinator}}: One of the marks of the Illidari. Those remaining on the Fel Hammer have suffered at the hands of both the Legion and the Wardens, and are still fighting for Azeroth.

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* {{Determinator}}: One of the marks of the Illidari. Those remaining on the Fel Hammer have personally suffered at the hands of both the Legion and the Wardens, watched their allies tortured and slain by demons [[FateWorseThanDeath or worse]], and know full-well that their enemy is nigh-''infinite'' -- and are still fighting for Azeroth.



* DualWielding: The Demon Hunters' only weapon proficiencies are with one-handed weapons, and they cannot use shields. Their primary focus is on wielding a pair of Warglaives.

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* DualWielding: The Demon Hunters' Hunters are only weapon proficiencies are with proficient in wielding one-handed weapons, and they cannot use shields. Their primary focus is on wielding a pair of Warglaives.

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* ImplacableMan: Though [[MightyGlacier not very fast]] to start with, some of their abilities make them hard to slow down: Death's Advance[=/=]Wraith Walk, Icebound Fortitude, On A Pale Horse, etc.

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* ImplacableMan: Though [[MightyGlacier not very fast]] to start with, some of their abilities make them hard to slow down: Death's Advance[=/=]Wraith Walk, Wraith Walk resists snares, Icebound Fortitude, On A Pale Horse, etc.Fortitude cancels most stuns, Pillar of Frost NoSells knockbacks, and AntiMagic Shell is a Swiss army knife for ignoring control effects.



* LastChanceHitPoint: The Purgatory talent allows them to absorb fatal damage (and [[ThereIsNoKillLikeOverkill any damage after]]) as well as incoming healing for 3 seconds. If the absorbed healing outweighs the absorbed damage by the end of 3 seconds, they live; if not, they die. Of course, there's nothing to stop them from being killed immediately ''after'' Purgatory saves them in the case of a narrow margin.

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* LastChanceHitPoint: The Purgatory talent allows them to absorb fatal damage (and [[ThereIsNoKillLikeOverkill any damage after]]) as well as incoming healing for 3 seconds. healing. If the absorbed healing outweighs the absorbed damage by at any point within the end of next 3 seconds, they live; if not, they die. Of course, there's nothing to stop them from being killed immediately ''after'' Purgatory saves them in the case of a narrow margin.



* {{Determinator}}: One of the marks of the Illidari. Those remaining on the Fel Hammer have suffered at the hands of both the Legion and the Wardens, and are still fighting for Azeroth.



* LightningBruiser: Havoc Demon Hunters are Agility-based attackers with, at the time of their inclusion, the highest burst mobility in the game. However, they have very limited access to self-healing, and no resistance to crowd control; if a Havoc Demon Hunter slows down, [[FragileSpeedster they'll go down easily]].

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* LightningBruiser: Havoc Demon Hunters are Agility-based attackers with, at the time of their inclusion, the highest burst mobility in the game. However, they have very limited access to self-healing, self-healing and no resistance to crowd control; if a Havoc Demon Hunter slows down, [[FragileSpeedster they'll go down easily]].



* TheUnfettered: Their motto is "Nothing is more important than the Legion's destruction"; this ''begins'' with siphoning demonic power and sacrificing their allies. Not surprising, given their mentor's rather... dubious methods of fighting the Legion.



* XRayVision: Their true sight functions as this when focused on it, allowing the Demon Hunter to see any living creature through walls and making stealth completely useless. However, to keep this ability balanced in PvP, using it slows the demon hunter to a crawl.

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* XRayVision: Their true sight functions as this when focused on it, allowing the Demon Hunter to see any living creature through walls and making stealth completely useless. However, to keep this ability balanced in PvP, [=PvP=], using it slows the demon hunter to a crawl.
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* GameplayAndStorySegregation: Druidic magic is not arcane magic, and are generally at odds with them. Despite this, in-game, some Balance Druids sspells are classified as dealing Arcane Damage.
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** In ''Legion'' [=NPCs=] in your Order Hall tell each other what sound like [[MemeticBadass Chuck Norris facts]] about the player such as killing Ragnaros twice or taking down Deathwing with nothing but a pair of daggers. Notably, they're all ''true''.
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* TheDreaded: The exploits of Azeroth's heroes are so astounding that [[spoiler:Alternate Gul'dan actually ''abandons his plans to defect from the Legion'', after realising that would leave him all alone against a whole planet of the same heroes who slew Archimonde.]] Yes, villains are now being characterised as fearing the players.

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* NamedWeapons: The artifact weapons in ''Legion'':
** Felo'melorn, a [[ElementalWeapon caster sword]] for Fire mages, combined with its attached offhand.
** Ebonchill, a [[MagicStaff staff]] for Frost mages.
** Alu'neth, Greatstaff of the Magna, a [[MagicStaff staff]] for Arcane mages.



* ThrowingYourSwordAlwaysWorks: Retribution Paladins, on the other hand, have Hammer of Wrath, where they throw a Hammer of Light at an enemy as a FinishingMove.

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* ThrowingYourSwordAlwaysWorks: Retribution Paladins, on the other hand, have Hammer of Wrath, where they used to throw a Hammer of Light at an enemy as a FinishingMove.FinishingMove. It has been removed in ''Legion''.

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* BladeOnAStick: In ''Legion'', the Survival specialization of Hunters opts out of ranged combat, opting for the brutality of melee combat and wielding a vicious hunting spear. Troll and Tauren Hunters in particular have long and illustrious histories with their spears; Tauren are known to carve their family lineage in their runespears, and Troll Headhunters have been able to keep up with Elven Archers and Dwarven Riflemen with only a good arm and a satchel of throwing spears.

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* BladeOnAStick: In ''Legion'', the Survival specialization of Hunters opts out of ranged combat, opting for the brutality of melee combat and wielding a vicious hunting spear.spear instead. Troll and Tauren Hunters in particular have long and illustrious histories with their spears; Tauren are known to carve their family lineage in their runespears, and Troll Headhunters have been able to keep up with Elven Archers and Dwarven Riflemen with only a good arm and a satchel of throwing spears.


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* NamedWeapons: The artifact weapons in ''Legion'':
** Talonclaw, a [[BladeOnAStick spear]] for Survival hunters.
** Thas'dorah, Legacy of the Windrunners, a bow for Marksmanship hunters.
** Titanstrike, a [[{{BFG}} gun]] for Beast Mastery hunters.
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* NamedWeapons: The artifact weapons in ''Legion'':
** Fangs of Ashamane, [[DualWielding two daggers]] for Feral druids.
** Claws of Ursoc, [[DualWielding two]] [[PowerFist fist weapons]] for Guardian druids.
** Scythe of Elune, a [[SinisterScythe scythe]]-shaped MagicStaff for Balance druids.
** G'Hanir the Mother Tree, a MagicStaff for Restoration druids.
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* NamedWeapons: Players could equip named weapons ever since the beginning of [=WoW=], but ''Legion'' has now brought artifact weapons, which are the only weapons players can get in the entire expansion. Each spec of each class has one, with much legendary background behind it. Upgrading them actually represents a huge chunk of the player's activity in ''Legion''.

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* NamedWeapons: Players could equip named weapons ever since the beginning of [=WoW=], ''[=WoW=]'', but ''Legion'' has now brought artifact weapons, which are the only weapons players can get in the entire expansion. Each spec of each class has one, with a name and much legendary background behind it. Upgrading them actually represents a huge chunk of the player's players' activity in ''Legion''.
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* NamedWeapons: Players could equip named weapons ever since the beginning of [=WoW=], but ''Legion'' has now brought artifact weapons, which are the only weapons players can get in the entire expansion. Each spec of each class has one, with much legendary background behind it. Upgrading them actually represents a huge chunk of the player's activity in ''Legion''.

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* DropTheHammer: The favored lore weapon of Alliance Paladins. Several Paladin effects utilize hammers as a result. The Judgement spell takes this literally by consisting of a Hammer of light ''dropping'' on the other guy's head.

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* DropTheHammer: The Paladins can wield hammers, and they are the favored lore weapon weapons of Alliance Paladins. Several Paladin effects utilize hammers as a result.
**
The Judgement spell takes this literally by consisting of a Hammer of light ''dropping'' which was once ''dropped'' on the other guy's head.enemy's head. As of ''Legion'', it is now thrown horizontally at the enemy.
** The Silver Hand is the artifact weapon for Holy Paladins in ''Legion''. It was once the hammer wielded by Tyr, a titan who gave its name to Tirisfal.


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** Truthguard is the artifact weapon for Protection Paladins in ''Legion'', combined with the sword named Oathseeker.

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Druids are the scholars of nature, tirelessly monitoring and preserving the balance of nature, seeking wisdom and teachings of {{MotherNature}} herself. With enough experience, a druid is able to harness the vast and unforgiving side of nature, unleashing it's raw life energies upon enemies, [[ThePowerOfTheSun burning them with concentrated solar flame]],[[{{Lunacy}} scorching them using the light of the moon]], [[StarPower raining celestial fury over them from great distances]], [[GreenThumb binding them with enchanted vines]], [[WeatherManipulation ensnaring them in unrelenting cyclones]] or [[{{Animorphism}} maiming them by transforming into huge, fearsome beasts]].

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Druids are the scholars of nature, tirelessly monitoring and preserving the balance of nature, seeking wisdom and teachings of {{MotherNature}} herself. With enough experience, a druid is able to harness the vast and unforgiving side of nature, unleashing it's its raw life energies upon enemies, [[ThePowerOfTheSun burning them with concentrated solar flame]],[[{{Lunacy}} scorching them using the light of the moon]], [[StarPower raining celestial fury over them from great distances]], [[GreenThumb binding them with enchanted vines]], [[WeatherManipulation ensnaring them in unrelenting cyclones]] or [[{{Animorphism}} maiming them by transforming into huge, fearsome beasts]].



* {{Animorphism}}: Druids' shapeshifting capabilities, although extending to plants, are mostly limited to beasts, most likely out of practicality.
* BearsAreBadNews: Guardian druids specialize in shapeshifting into a massive bear when it comes to combat.
* GreenThumb: Many druid spells (such as Entangling Roots, Barkskin, Living Seed etc.) all involve the manipulation of plants.
* HealingHands: Restoration druids is adept in channeling the powers of nature into soothing healing powers (ex. Rejuvenation, Regrowth) to heal allies.

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* {{Animorphism}}: Druids' shapeshifting capabilities, although extending stemming from their connection to plants, are mostly limited to beasts, most likely out of practicality.
the Wild Gods.
* BearsAreBadNews: Guardian druids specialize in shapeshifting shapeshift into a massive bear when it comes to combat.
take huge amounts of damage.
* GreenThumb: Many druid spells (such as Entangling Roots, Barkskin, Living Seed etc.) all involve the manipulation of plants.
* HealingHands: Restoration druids is are adept in channeling the powers of nature into soothing healing powers (ex. Rejuvenation, Regrowth) to heal allies.



* {{Lunacy}}: Because of their affinity with all forces of nature, they could evoke the powers of the moon (ex. Moonfire, Total Eclipse) to decimate the enemies.

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* {{Lunacy}}: Because of their affinity with Standard for all forces of nature, they could evoke druids is the powers of the moon (ex. Moonfire, Total Eclipse) power to decimate the enemies.focus moonlight into searing attacks.



* NatureHero: Druids are the students, servants and preservers of nature. They spend years studying and communing with nature, able to understand the workings of the great outdoors and in turn, manipulate and shape nature to their will.
* PantheraAwesome: Feral druids specialize in shapeshifting into a large feline predator when it comes to combat.

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* NatureHero: Druids are the students, servants servants, and preservers of nature. They spend years studying and communing with nature, able to understand the workings of the great outdoors and in turn, manipulate and shape nature to their will.
* TheOwlKnowingOne: The Moonkin form, a strange owl-like beast that improves the druid's casting abilities.
* PantheraAwesome: Feral druids specialize in shapeshifting into a large feline predator when it comes to combat.tear enemies apart.



* PlayingWithFire: The powers involving the sun often manifest into a concentrated beam of sunlight burning druids' foes into ashes.
* ThePowerOfTheSun: Balance druids could also evoke the powers of the sun to burn their enemies into ashes. (ex. Sunfire, Solar Beam)

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* PlayingWithFire: The powers involving the sun often manifest into a concentrated beam of sunlight burning druids' foes into ashes.
* ThePowerOfTheSun: Balance druids could also evoke call upon the powers power of the sun to burn in conjunction with their enemies into ashes. (ex. Sunfire, Solar Beam)lunar magics.



* StarPower: With their connection to Elune and the night, druids are also adept in evoking the power of the stars to [[LightEmUp burn out their enemies]] or strengthen their own connection with the moon or stars. Balance druids are especially adept in this field.

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* StarPower: With their connection to Elune and the night, druids are also adept in evoking the power of the stars to [[LightEmUp burn out their enemies]] or strengthen their own connection with the moon or stars. Balance druids are especially adept unique in this field.their ability to call upon stellar magic, [[YinYangBomb fusing solar and lunar]] magic to devastating effect.



* WeatherManipulation: With the ability to control forces of nature, a skilled druid could unleash [[BlowYouAway relentless hurricanes and cyclones]] or [[MakingASplash wash down upon an area with rain]].
* WhenTreesAttack: Druids have a talent that allows them to summon a handful of treants to attack enemies.

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* WeatherManipulation: With the ability to control forces of nature, a skilled druid could can unleash [[BlowYouAway relentless hurricanes and cyclones]] or [[MakingASplash wash down upon an area with rain]].
cyclones]].
* WhenTreesAttack: Druids Balance druids have a talent that allows them to summon a handful of treants to attack enemies.enemies.
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Second generation Death Knights are fallen warriors or paladins who joined the Scourge while still alive, according to Warcraft III.

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* NonIndicativeName: Despite the name, several of the second generation Death Knights, such as Arthas Menethil, weren't actually dead. Functionally, they slid from living into undeath, but they never experienced the actual dying part. However, both the first and third generations of Death Knights are reanimated corpses. The first generation was comprised of the souls of the Shadow Council members inserted in the bodies of Human knights, while the third generation are heroes and champions who fell in battle against the Scourge and were later raised amongst their numbers.

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All player created death knights (and most in general) are undead and were reanimated. Very few lorewise went from living to undead without dying at somepoint between the two.


* BewareTheNiceOnes: You can be a paragon of goodness who helps out orphaned children and helps out old men with mundane tasks, while being responsible for taking the names of some of the most powerful beings in Azeroth.
* BewareTheQuietOnes: The adventurers don't often say much, other than a few dialogues. They're also part of the reason Azeroth still stands.

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* BewareTheNiceOnes: You can be a paragon of goodness who helps out orphaned children and helps out old men with mundane tasks, while being responsible for taking the names of some of the most powerful beings in Azeroth.
* BewareTheQuietOnes: The adventurers don't often say much, much other than a few dialogues.handful of written dialogue. They're also part of the reason Azeroth still stands.



* DudeWheresMyRespect: Occasionally played straight as expansions go on, but mostly averted. At the beginning of the Northrend campaign your skills in battle are acknowledged by several [=NPCs=]. By the time you reach ''Mists of Pandaria'' you're personally sent to Pandaria as part of an elite team by your faction, and in ''Warlords of Draenor'' you're hand picked by Varian/Vol'jin to lead forces in Draenor, and are openly regarded as the best chance the Alliance/Horde have of defeating the Iron Horde.

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* DudeWheresMyRespect: Occasionally played straight as expansions go on, but mostly averted. At the beginning of the Northrend campaign your skills in battle are acknowledged by several [=NPCs=]. By the time you reach ''Mists of Pandaria'' you're personally sent to Pandaria as part of an elite team by your faction, and in ''Warlords of Draenor'' you're hand picked by Varian/Vol'jin to lead forces in Draenor, and are openly regarded as the best chance the Alliance/Horde have of defeating the Iron Horde. In ''Legion'' your accomplishments are widely acknowledged and you're promoted to the leader of your class in recognition of your power and skills.



* TheArchmage: Finally a title upon completing the Mage class campaign in ''Legion''. Even before this, several of the most prominent archmagi of the Kirin Tor work directly under you, and it can be argued characters have been this in all but name for a while.



* AnimateDead: Unholy Death Knights can [[ArmyOfTheDead summon various undead minions]] to do their bidding, including up to ''two'' permanent pets at the same time.

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* AnimateDead: Unholy Death Knights can [[ArmyOfTheDead summon various undead minions]] to do their bidding, including up to ''two'' permanent pets at the same time. In ''Legion'' all varieties of Death Knights can do this on certain quests.



* TheDreaded: It is stated in the book Death Knights of Acherus that they left no survivors in their onslaught and completely devastated their enemies.

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* TheDreaded: It is stated in the book Death Knights of Acherus that they left no survivors in their onslaught and completely devastated their enemies.enemies, with the player character being responsible for most of this almost single-handedly.



* NonIndicativeName: Despite the name, most of the death knights created by Arthas aren't actually dead. Functionally, they slide from living into undeath, but they never experience the actual dying part. The first generation death knights however are in fact reanimated corpses powered by orc souls so they count.

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* TheBerserker: Fury warriors in essence.

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* TheBerserker: Fury warriors Warriors in essence.essence.
** The developers have stated that they intended for Protection Warriors to embody everything between CityGuards to the KnightInShiningArmor elements not covered by Paladins, while Arms Warriors are intended to be the kind of mercenaries to [[ICallItVera have special names for each of their weapons]]. While almost all character personality elements are left to the player, Fury Warriors' entire playstyle is distinctly built around being the "screaming, bloodthirsty, rage-powered brutes" that this trope implies.



* EverythingsBetterWithSpinning: Two abilities - Whirlwind, which makes the Warrior spin in a blur of steel and deal damage to everyone around him, and Bladestorm, which is like Whirlwind UpToEleven, and causes the Warrior to become a spinning tornado of blades.

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* EverythingsBetterWithSpinning: Two abilities - Whirlwind, which makes the Warrior spin in a blur of steel and deal instant damage to everyone around him, and Bladestorm, which is like Whirlwind UpToEleven, and causes the Warrior to become a spinning continuous tornado of blades.



* InASingleBound: Heroic Leap.

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* InASingleBound: Heroic Leap.Leap is a defining example. In ''Legion'', Warriors also exit their order hall by crashing into their destination like a meteor.



* LastStand: The appropriately-named "Last Stand" ability adds 30% of your maximum health to your health pool for 20 seconds.

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* LastStand: The appropriately-named "Last Stand" ability adds 30% of your maximum grants the player a brief health to your health pool boost for 20 seconds.use in emergencies.



* ArmyOfTheDead: Formerly a trademark skill available to all Death Knights, now exclusive to the Unholy specialization. In ''Legion'', the Unholy Death Knight's artifact allows them to summon up to a whopping ''[[UpToEleven twenty]]'' different minions at one time -- although only a couple will last, with the majority [[ActionBomb exploding]] after a few moments.

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* ArmyOfTheDead: Formerly a trademark signature skill available to all Death Knights, now exclusive to the Unholy specialization. In ''Legion'', the Unholy Death Knight's artifact allows them to summon up to a whopping ''[[UpToEleven twenty]]'' different minions at one time time[[labelnote:*]]A permanent ghoul or abomination, a permanent skeleton from talents, a gargoyle or Val'kyr, a super-zombie proc, 8 ghouls from Army of the Dead and 8 more from the artifact power[[/labelnote]] -- although only a couple will last, with the majority [[ActionBomb exploding]] after a few moments.

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The Illidan short didn't have a player stand-in, it was specifically Kor'vas Bloodthorn.


* FromNobodyToNightmare: A heroic variant (Or anti-heroic, or villainous, depending on your RP preferences). All races and classes start as a small time apprentice, and as you quest you gain recognition and reputation. In low level zones, you're a mercenary or just a normal explorer, people don't know your name and sometimes even treat you like a nobody. At high levels, you're considered a champion of your faction, having seen a lifetime of warfare and felled many evils, and are heralded as a savior of Azeroth.

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* FromNobodyToNightmare: A heroic variant (Or anti-heroic, or villainous, depending on your class and RP preferences). All Most races and classes start as a small time apprentice, and as you quest you gain recognition and reputation. In low level zones, you're a mercenary or just a normal explorer, people don't know your name and sometimes even treat you like a nobody. At high levels, you're considered a champion of your faction, having seen a lifetime of warfare and felled many evils, and are heralded as a savior of Azeroth.



*** Played straight with the Demon Hunter's implied backstory. As you progress through the starting quests, one leads to a cutscene (the Illidan animated short released shortly before Legion launch). In this cutscene, the player's stand-in, a female night elf asking the questions that allow for Illidan to be MrExposition, flashes back to her days before joining the Illidari. She was a survivor of a demonic attack that [[spoiler: claimed the lives of her parents, and pretty much everyone else around her.]] She came to Illidan to [[ItsPersonal get revenge, nothing left in her but rage.]] Flash forward to the end of her training, and she's taking on a Pit Lord and later, helping lay siege to a demon-controlled world. [[RoaringRampageOfRevenge Demon Hunters are probably Warcraft lore's preeminent example of this trope when the motivating factor is making the demons pay for every loved one you lost.]]
* GameplayAndStorySegregation: The game treats Death Knights and Forsaken as Humanoids, since classing them as Undead would lead to an inherent disadvantage in PVP.

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*** Played straight with the Demon Hunter's implied backstory. As you progress through the starting quests, one leads to a cutscene (the Illidan animated short released shortly before Legion launch). In this cutscene, the player's stand-in, a female night elf asking the questions that allow for Illidan to be MrExposition, flashes back to her days before joining the Illidari. She was a survivor of a demonic attack that [[spoiler: claimed the lives of her parents, and pretty much everyone else around her.]] She came to Illidan to [[ItsPersonal get revenge, nothing left in her but rage.]] Flash forward to the end of her training, and she's taking on a Pit Lord and later, helping lay siege to a demon-controlled world. [[RoaringRampageOfRevenge Demon Hunters are probably Warcraft lore's preeminent example of this trope when the motivating factor is making the demons pay for every loved one you lost.]]
* GameplayAndStorySegregation: The game treats Death Knights and Forsaken as Humanoids, since classing them as Undead would lead to an inherent disadvantage in PVP. Similarly, Demon Hunters are "more Demon than Hunter" now in lore, but retain Humanoid classification (until transformed).


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* FromNobodyToNightmare: Played straight with Kor'vas Bloodthorn's backstory, and implied for all Demon Hunters where the Legion's concerned. In the Illidan animated short, Kor'vas asks the questions that allow for Illidan to be MrExposition, while flashing back to her days before joining the Illidari. She was a survivor of a demonic attack that [[spoiler: claimed the lives of her parents, and pretty much everyone else around her.]] She came to Illidan to [[ItsPersonal get revenge, nothing left in her but rage.]] Flash forward to the end of her training, and she's taking on a Pit Lord and later, helping lay siege to a demon-controlled world. [[RoaringRampageOfRevenge Demon Hunters are probably Warcraft lore's preeminent example of this trope when the motivating factor is making the demons pay for every loved one you lost.]]
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* ArmyOfTheDead: Formerly a skill available to all Death Knights, now exclusive to the Unholy specialization. In ''Legion'', the Unholy Death Knight's artifact allows them to summon up to a whopping ''[[UpToEleven twenty]]'' different minions at one time -- although only a couple will last, with the majority [[ActionBomb exploding]] after a few moments.

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* ArmyOfTheDead: Formerly a trademark skill available to all Death Knights, now exclusive to the Unholy specialization. In ''Legion'', the Unholy Death Knight's artifact allows them to summon up to a whopping ''[[UpToEleven twenty]]'' different minions at one time -- although only a couple will last, with the majority [[ActionBomb exploding]] after a few moments.
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** In Legion you lead a faction consisting of your entire class (Ebon Blade for Death Knights, Earthen Ring for Shamans, etc) but are still fighting on the front lines even more than your own soldiers.

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* CoolSword: The famous Ashbringer has become the artifact weapon for retribution paladins in ''Legion''.



* LivingWeapon: In ''Legion', the shadow priest artifact weapon "Xal'atath, Blade of the Black Empire" has a mind and will of its own.

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* LivingWeapon: In ''Legion', ''Legion'', the shadow priest artifact weapon "Xal'atath, Blade of the Black Empire" has a mind and will of its own.
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* LivingWeapon: In ''Legion', the shadow priest artifact weapon "Xal'atath, Blade of the Black Empire" has a mind and will of its own.

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