Classes at a glance
Warrior
Armor-clad frontliner. Tank or damage, simple to learn and hard to put down.
Paladin
Holy knight who can heal, tank or strike. Strong auras and plenty of survivability.
Hunter
Ranged damage with a loyal pet. Good for solo questing and long travels.
Rogue
Stealth, burst damage and utility. Lockpicking opens a few shortcuts.
Mage
Arcane, fire or frost. Portals and conjured food make it a favorite in groups.
Death Knight
Hybrid of heavy armor and dark magic, starting life in a dedicated opening zone.
Zones worth a visit
| Zone | Continent | Why go |
|---|---|---|
| Elwynn Forest | Eastern Kingdoms | Gentle starting area with farms, bandits and a sleepy countryside feel. |
| Durotar | Kalimdor | Red canyons and orcish camps, the classic opening for many Horde characters. |
| Nagrand | Outland | Floating islands and wide grasslands, often named among the most scenic zones. |
| Dragonblight | Northrend | Frozen ruins and dragon graveyards with a melancholic atmosphere. |
| Valdrakken | Dragon Isles | City of the dragonflights, built into the cliffs with sweeping views. |
Lore corner
Azeroth's story spans ancient wars, fallen kings and uneasy alliances. This section collects short summaries of the major eras: the War of the Ancients, the rise of the Horde, the fall of Lordaeron and the ongoing struggle against forces from beyond the world.
Summaries are written from memory and personal playthroughs. For official details, visit the publisher's own pages.
About this site
Azeroth Almanac is a small, non-commercial fan project. It is not affiliated with or endorsed by the game's publisher. All game names and related marks belong to their respective owners.