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Potential Allied Races in Shadowlands

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New entries were added to the Allied Race table in Shadowlands, opening up room for speculations about Allied Races coming in the new expansion.

Blizzard added entries of the individual Covenant races to the Allied Races database table in Shadowlands. These come with dozens of customization options, and while they may have been created for NPC creation to populate the world, some have unique animations, suggesting they may very well become Allied Races in the coming expansion.

Fauns and Kyrians fit the Alliance with their light/justice/nature themes whilst Necrolords and Vampires incline more to the Horde.

Fauns

Native to Ardenweald, Fauns are members of the Night Fae Covenant. You can find all their customization options here.

Male

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Female

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Fauns come with unique run animations and use Draenei rigs.

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Kyrians

Kyrians are native to Bastion and are members of the Kyrian Covenant. They are huge, blue, and have wings.

Male

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Female

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Kyrians also come with flying animations and it would be cool if they used their wings for flying as a mount.

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Necromancers

Native to Maldraxxus, Necromancers are members of the Necrolord Covenant.

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Vampires

Members of the Venthyr Covenant that are native to Revendreth. In the past, there were rumors of the San'layn becoming an Allied Horde Race, but Blizzard has come up with an entirely new race in Shadowlands and the Vampire theme fits the faction.

Female

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Male

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Would you like to see the Covenant members as Allied Races? Let us know your thoughts in the comments!

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How many of us have been waiting 15 years for Necros! Yes - please!!!!

BUT...we need more characters space. 50 Characters for 1 account needs to be increased.

Edited by Wildwitch
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Most of them don't look like proper player races, armor bits are part of their model. Besides, what's an explanation of such creatures leaving Shadowlands? They are basically soul-like beings, bound in there. 

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I don't love any of these as playable races, but there are already a few more races in the game that could work as playable.

  • Wildhammer Dwarves - we won't get them now that we have Dark Irons and are getting tattoos, but they could easily be another dwarf race with unique racials
  • Ogres - we've worked with friendly ogre clans in the past
  • Lightforged Undead - new central character emerging who could lead
  • Updated Forsaken - includes undead models for all races, not just humans
  • Tuskarr - with renewed focus on Northrend (most unlikely)
  • Kelfin/Ankoan - laziest options (maybe not enough to them to support a unique race)
  • Mogu - there is now a friendly mogu clan

I'd say that of the above, only the first few are even logical. Truthfully, while there are many interesting sub-races and NPC races in WoW, not too many more of them would make sense or be fleshed out enough for a unique playable race.

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1 hour ago, durdyenglish said:

I don't love any of these as playable races, but there are already a few more races in the game that could work as playable.

  • Wildhammer Dwarves - we won't get them now that we have Dark Irons and are getting tattoos, but they could easily be another dwarf race with unique racials
  • Ogres - we've worked with friendly ogre clans in the past
  • Lightforged Undead - new central character emerging who could lead
  • Updated Forsaken - includes undead models for all races, not just humans
  • Tuskarr - with renewed focus on Northrend (most unlikely)
  • Kelfin/Ankoan - laziest options (maybe not enough to them to support a unique race)
  • Mogu - there is now a friendly mogu clan

I'd say that of the above, only the first few are even logical. Truthfully, while there are many interesting sub-races and NPC races in WoW, not too many more of them would make sense or be fleshed out enough for a unique playable race.

Ogres, Mogu and Vrykul are too big, player model would have been to be scaled down, which would look rather weird when standing next to regular-sized members of these races. Half-ogres (Mok'nathal) are more probable, since they could use a modified Kul Tiran model for them. I see Kelfin as an easy option, but rather boring and few people would play them. Ankoan aren't player models, since armor is integrated into their models, so they would need new ones, along with additional animations, in order to become playable, which is too much for an allied race. Another easy option, as you've mentioned are different races from Forsaken, like undead high/blood elves and those rumored light-infused undead humans like Calia, but perhaps there are enough elves and humans already. ? Or just high elves as they are. Very basic race, but after all most played races are blood elves, humans and night elves.

Edited by Arcling

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Quote

Ogres, Mogu and Vrykul are too big

To be fair, Tauren are at least as big as some of these as depicted in lore and cinematics.   

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24 minutes ago, Migol said:

To be fair, Tauren are at least as big as some of these as depicted in lore and cinematics.   

There is a toy that turns you into an ogre gladiator - you don't appear that much larger than Kul Tirans or Tauren.

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2 hours ago, Migol said:

To be fair, Tauren are at least as big as some of these as depicted in lore and cinematics.   

I think it's more of a case some of them being that large, while playable ones are more of an average height. At least in lore people from same races can have different heights. As for Ogres, they are way larger than any playable race.

Edited by Arcling

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Absolutely. Great coverage and yes! All three look amazing. I’m going to be a leveling fool! Hopefully this xpac will be more alt friendly and caster friendly as well. ?

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18 hours ago, Arcling said:

Most of them don't look like proper player races, armor bits are part of their model. Besides, what's an explanation of such creatures leaving Shadowlands? They are basically soul-like beings, bound in there. 

They will find a way around, remember, we have Tauren Paladins, Lightbound Undead, etc.

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21 hours ago, durdyenglish said:

Tuskarr - with renewed focus on Northrend (most unlikely)

That's all I want since WotLK, to be honest.

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9 hours ago, Stan said:

They will find a way around, remember, we have Tauren Paladins, Lightbound Undead, etc.

True, I wonder how much they would have to bend this (still very new) lore to justify any of these races leaving Shadowlands. Since they are supposed to guide souls, likes of Kyrian are created from souls of any sentient race, but then they would suddenly stop fulfilling their duties, going on a missions or adventures in Azeroth?

Edited by Arcling

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On 4/13/2020 at 1:47 PM, Arcling said:

I think it's more of a case some of them being that large, while playable ones are more of an average height. At least in lore people from same races can have different heights. As for Ogres, they are way larger than any playable race.

Eh?    There's plenty of in-game Orges that are about my Tauren's size?     Run around an ogre area, some are big, some are small, some are gronn.

And honestly size has become something of a joke anyway.   Ignoring Player Character heights relative to the species they're playing, you have giganticose NPCs like Kadgar and Tirion appearing so much larger in raids and such that it's silly, my same tauren has to crane his neck up to look at their human faces.

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This doesn't make any sense and there is no proof. The entire expansion of covenants and Shadowlands would be turned upside down if this was to happen. All 4 covenants are open to both factions, so barring these races behind faction locks would be the dumbest thing blizzard has ever done and be completely against ever aspect of the design of this expansion. The only way i could see these fit is if all 4 races, like Pandaran, were open to both factions. 

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11 hours ago, DeatheaterSpenny said:

This doesn't make any sense and there is no proof. The entire expansion of covenants and Shadowlands would be turned upside down if this was to happen. All 4 covenants are open to both factions, so barring these races behind faction locks would be the dumbest thing blizzard has ever done and be completely against ever aspect of the design of this expansion. The only way i could see these fit is if all 4 races, like Pandaran, were open to both factions. 

Not smart either, as said above they are bound to the Shadowlands and are soul-like. Would be pretty wierd that those creatures will go to Azeroth. Since they are mostly the people that died in Azeroth. Would be nice tho if the Shadowlands scales with every expansion. That the Shadowlands is like your second world, the afterlife. And if you die that you then can choose to go to the Shadowlands or the land of the living back to your corpse, Azeroth.

Edited by Eowhan

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I completely agree with you. I was just saying that as if they disregard their lore and do make Allied Races out of the covenants they would have to all be multi faction. None of them belong as an allied race. Makes no sense.

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Uncommon Patron

I know it's unlikely since we have Death Knights, but I was hoping the expansion would finally give us a Necromancer class. Just like Demon Hunters have a demon form, Necromancers could have a Lich form... would be so awesome!

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Legacy of the Frost Witch now also increases Frost damage when consuming 10 stacks of Maelstrom Weapon rather than only Physical damage. Primordial Wave can no longer be used to heal a friendly ally, it is now only an offensive spell for Enhancement Shaman. Splintered Elements now grants you 20% Haste plus an additional 4% Haste per extra target hit by Primordial Wave, rather than 10% Haste per target hit. New Talent: Tempest Strikes (Passive) – Your Stormstrike, Lava Lash, and Ice Strike have a chance to cause bonus Nature damage to your target. Choice node with Elemental Blast. Amirdrassil, the Dream’s Hope (2) Set Bonus: Fixed an issue that prevented the set bonus Feral Spirit from granting the player Maelstrom Weapon generation. Amirdrassil, the Dream’s Hope (2) Set Bonus: Fixed an issue that prevented the set bonus from changing your Feral Spirit into a Spirit Raptor if glyphed for that effect. Restoration Primordial Wave can no longer be used to damage an enemy target, it is now only a healing spell for Restoration Shaman. WARLOCK Affliction Umbrafire Kindling now lasts 20 seconds (was 12 seconds). Demonology Soul Strike has been redesigned – Your primary Felguard learns Soul Strike: Strikes the soul of the target, dealing Shadow damage. New Talent: Shadow Invocation – Bilescourge Bombers deal 20% increased damage, and your spells now have a chance to summon a Bilescourge Bomber. New Talent: Fel Invocation – Soul Strike deals 20% increased damage and generates 1 Soul Shard. The cast time of Summon Vilefiend is reduced by 0.5 seconds and your Vilefiend now deals Fire damage to nearby enemies every 1 second while active. New Talent: Spiteful Reconstitution – Implosion deals 10% increased damage. Consuming a Demonic Core has a chance to summon a Wild Imp. Imp-erator is now a 1-rank talent (was 2). Malefic Impact is now a 1-rank talent (was 2). Pit Lord’s Felseeker damage increased 40%. Volatile Fiends has been removed. Power Siphon now prioritizes Wild Imps that are not Imp Gang Bosses or empowered by Summon Demonic Tyrant. Amirdrassil, the Dream’s Hope (2) Set Bonus has been redesigned – Demonbolt applies a Doom Brand that explodes after 20 seconds, dealing Shadow damage to nearby enemies or Shadow damage to a single enemy. Hand of Gul’dan reduces the duration of your Doom Brands by 1 second per Soul Shard spent. Amirdrassil, the Dream’s Hope (4) Set Bonus has been redesigned – When Doom Brand explodes, you have a chance to summon a Doomfiend that casts Doom Bolt Volleys before departing. Each Doom Bolt Volley deals Shadow damage to up to 4 enemies or Shadow damage to a single enemy. WARRIOR Fury Developers’ note: Bloodbath’s cooldown was not correctly synced with Bloodthirst during the redesign of Reckless Abandon for the Dragonflight talent system. This has led to unintended outcomes where certain builds can allow Bloodbath and Bloodthirst to dominate a rotation due to extremely short, unlinked cooldowns. We are correcting this oversight to allow other builds and rotation options room to breathe in Guardians of the Dream. Reckless Abandon’s Bloodbath now shares its cooldown with Bloodthirst. PLAYER VERSUS PLAYER
      DRUID Balance Fixed an issue that prevented Mastery: Astral Invocation from increasing Star Burst damage. Star Burst damage reduced by 25% in PvP combat. MONK Expel Harm damage is now reduced by 50% in PvP combat. Mistweaver Refreshing Breeze has been removed. USER INTERFACE AND ACCESSIBILITY
      Action bar spell swipe animation has been updated.
    • By Staff
      Speculation of an old world revamp in one form or another has been around quite a while, as dataminers keep finding updated models all over the place. 10.2 is no different, as there are even more old models getting the shiny treatment. 
      We have siege engines, the boats we use to travel across the world, a lot of Darkmoon Faire stuff, many holiday event assets and more. Here's Leyst going over both the new changes in 10.2, as well as some other recent ones before the patch:

      11.0 is still very much a mystery so anything is possible in terms of remaking parts of the old world. It has been a while since Cataclysm, so we might be due! However, it's also possible all this is just part of a regular update path for the game, as individual models will get upgraded over time. 
      Would you want another old world revamp?
    • By Starym
      While the top percentiles remain very stable, as the new patch meta has solidified (and is pretty similar to the old one), we do see some movement here in week 3 of 10.1.7, so let's dive in!
      Warcraft Logs Points
      The below logs are based on POINTS, and not actual damage or healing, meaning they log the timed completion for the specs, with higher keys getting more points, obviously. The time in which the dungeon is completed is also a factor, but a much, much smaller one, as it grants very few points if you do it significantly faster than just any in-time completion. We're also using the Normalized Aggregate Scores numbers, for clarity, meaning the top spec is marked as 100 and then the rest are ranked in relation to that peak point.
      All Keys
      95th percentile DPS
      Things are getting reeally stable in the top percentiles as we have to reach way down to 12th to see the first change, where Arms (and Feral behind it) took down Windwalker. Down at the bottom we see the top raid spec, as Unholy finds itself in dead-last. It's joined by Devastation once again, while Marksmanship got a reprieve and made it out of the bottom 3, replaced by Assassination.

      Mythic+ All Keys 95th Percentile Data by Warcraft Logs.
      All Percentiles
      We have movement quite a bit earlier here, as Destruction pushes past Balance into 6th, just behind Retribution which is still doing very well. Arcane is also moving up, taking down Fury in 8th, as Enhancement closes out the top 10. Frost Mage is making a big move here, rising 4 spots into 12th, while the bottom 3 copies the top percentiles and Marksmanship moves out.

      Mythic+ All Keys All Percentile Data by Warcraft Logs.
      U.GG DPS Rankings
      U.gg's rankings are based on actual DPS taken from Warcraft Logs data, focusing on the top players and span the past two weeks.
      Shadow is making some big moves in the DPS rankings, pushing past 4 specs to settle in 4th, just ahead of Destruction and Fury which only rose 1 this week. Outlaw had to make room for all these newcomers, finding itself 3 spots down while Arcane did the opposite, and it has its eye on the Rogue now as well. Beast Mastery also suffered, even more than Outlaw, as it is down in 9th, 4 down from last week. Balance closes out the top 10 1 spot down, as the bottom 3 remains the same.
      Mythic+ All Keystone DPS rankings by u.gg.


      For even more in-depth data for each individual key head on over to Warcraft Logs and u.gg. And if you're interested in more info on the specs themselves you can always check out our class guides, as well as our Mythic+ guides and Mythic+ tier list.
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