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Every race gets four racials: what changes for Dwarves and Undead

In short
  • Every race has two active and two passive racials
  • Races differ in offense, defense and utility, not overall value
  • Stoneform now reduces physical damage directly
  • Dwarf Mace Specialization adds 1% crit to spells too
  • Will of the Forsaken loses its immunity window

Racials are being rebuilt so every race has the same shape: two active abilities and two passives. The aim is roughly equal value overall, with each race pulling ahead in different places, whether that's offense, defense, utility or specific encounters. The Dwarf and Undead kits show how that works.

Dwarves keep Stoneform, but the defensive part now reduces physical damage directly instead of adding armor. The old armor bonus was fine on a Warrior in plate and almost pointless on a Dwarf Priest in cloth. Now it helps both.

Find Treasure can run at the same time as another tracking ability, so a Dwarf can look for treasure and track minerals, herbs or beasts at once. Big Game Hunter adds 5% damage against beasts. Mace Specialization gives 1% crit chance to spells, melee and ranged attacks whenever any mace is equipped, which makes it a real bonus for Dwarf Priests and the new Dwarf Shamans, not just melee.

The Undead get a nerf and a buff. Will of the Forsaken still breaks the effects it always did, but it no longer gives you a stretch of immunity afterward. That takes some of the edge off one of Classic's strongest PvP racials.

Cannibalize now restores mana as well as health, which will be handy for the new Undead Paladins. Underwater Breathing stays, and with Classic's short breath timer it still earns its spot. Touch of the Grave gives your attacks and spells about a 5% chance to drain health from the target, dealing extra damage and healing you.

Other races have new actives of their own, like Will to Survive for Humans and Eureka! for Gnomes. The racial abilities guide lists every race.

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