TEXT: World of Warcraft RPG Core 
  Rulebook Errata
  1
  Pg. XX - Thrall did not kill Grom. Grom died from 
  the pit lord Mannoroth's death throes, which 
  Grom inflicted without care for his safety. With his 
  death, the orcs were freed from their demonic cor-
  ruption. Grom is now held as a hero to the Horde.
  Pg. XX - Hunter spells are commonly refered to in 
  the Magic chapter. This is a misprint; the hunter 
  may not cast magic. However, a new prestige class 
  will be released in a future product that uses the 
  Htr spells.
  Pg. XX - Ironforge dwarves are improperly named. 
  The correct name for the race is Bronzebeard 
  dwarves. Ironforge is to describe their city of 
  origin, not the whole race. This errata carries on 
  through all subsequent books.
  Pg. 10 - Under year 6, change the reference of 
  jungle trolls being new allies to forest trolls. Jungle 
  trolls did not join the Horde until the Third War.
  Pg. 13 - Stormwind's population is incorrect. 
  Change it to 25,000.
  Pg. 17 - Ratchet's population and classification is 
  incorrect. Change it to: (City, 7,000). 
  Pg. 33 - The table and night elf entries for racial 
  adjustments do not match; the entry is correct. 
  Night elves receive a +2 bonus to Spirit and a -2 
  penalty to Charisma.
  Pg. 34 - Many racial levels grant bonus weapon 
  proficiencies. However, those races gain these 
  weapons as martial weapons as well. Consider this 
  optional rule:
  IfIf the race is already proficient in the bonus 
  weapon, the character may receive Weapon 
  Focus in that weapon instead. This is a 
  house rule.
  Pg. 37- The high elf's bonus languages are incor-
  rect. Change to the following:
  Bonus Languages: Darnassian, Dwarven, 
  Goblin, Orcish, and Zandali. High elves 
  learn the languages of their allies, as well as
  their most hated enemies.
  Pg. 38 - The high elf's Arcane Ability ability is 
  unclear. Upon gaining this ability, the high elf 
  may choose 4 cantrips out of the arcanist spell 
  list. He may cast each once per day, as a spell-
  like ability. The high elf may choose the same 
  cantrip more than once, if he wishes, to cast 
  that spell an additional time per day. Once 
  chosen, these abilities are locked and may not 
  be adjusted again.
  For example, Silth the warlock chose 
  Detect Magic twice, Read Magic, and 
  Mage Hand. He now may choose to cast 
  Detect Magic 2/day, Read Magic 1/day, 
  and Mage Hand 1/day, all as spell-like 
  abilities. He need not even be a spell-
  caster to use this ability. He may not, 
  howeve
  however, change these abilities at a later 
  date. They are fixed and permanent.
  If the GM decides to be lenient, he may allow 
  the high elf to choose ANY arcane cantrip, 
  regardless of what spell list it is on. This would 
  be a house rule, however, and isn't official.
  Pg. 39 - Add the following paragraph after the 
  line ending: "These skills are considered class 
  skills for all night elf characters."
  Pg. 39 - Add the following racial trait:
  +2 racial bonus vs. electricty and 
  poisons. Night elves are hearty, and resis-
  tant to the whims of nature.
  This jives with the on-line nature resis-
  tance night elves get.
  Pg. 39 - Add the following paragraph to the last 
  paragraph, first column, after the sentence fol-
  lowing: night elf abilities "and harnessing their 
  mystical natures."
  Night elf levels stack with a divine spell-
  The unofficial errata for world of warcraft was compiled by Adam Loyd, with credits for the following 
  forum members for their contributions: Warlock (for something about jungle/forest trolls), Kenzuki 
  (for annoying me enough about the Grom thing), Deicide (for a long Q&A he gave Luke a bit back). 
  Disclaimer:
  Disclaimer: This archive was created by me, a game designer and author for the World of Warcraft RPG 
  line. What follows is not official per se, but rather clarifications and suggestions to improve the playability and 
  enjoyment of the World of Warcraft line. If you do not agree with a change I have made, then feel free to disre-
  gard the change and play with the old way. It’s your game after all. 
   
   
   
   
   
  — Adam Loyd.
  UNOFFICIAL ERRATA
  
  2
  UNOFFICIAL ERRATA
  casting class level for purposes of determin-
  ing caster level for spells. If the night elf has 
  two divine spellcasting classes, add the 
  racial levels to the higher of the two.
  Pg. 40 - The night elf's shadowmeld ability is 
  incorrect. Change to the following:
  Shadow Meld (Sp): At 1st level, the night 
  elf can use shadow meld as a spell-like 
  ability. She can use this ability a number of 
  times per day equal to her night elf level; 
  the caster level equals her night elf level.
  Pg. 46 - Add Zandali to the list of orc bonus lan-
  guages.
  Pg. 48 - Add Zandali to the list of tauren bonus 
  languages.
  Pg. 48 - According to the 3.5 SRD, tauren should 
  be considered Monstrous Humanoids. However, 
  the designers left them as humanoids for game 
  balance. As an optional, advanced rule, you may 
  consider all taurens Monstrous Humanoids 
  instead. 
  Pg. 50 - The listing for the jungle troll's automatic 
  and bonus languages are incorrect. Change to the 
  following:
  Automatic Languages: Common and Zandali
  Bonus
  Bonus Languages: Goblin, Low Common, 
  Orc, and Taur-ahe. Jungle trolls know their 
  allies' languages, and Goblin is always 
  helpful.
  Pg. 51 - The base attack bonus for the troll levels 
  are incorrect. Use the following instead:
      
  Troll Level  
  Base Attack Bonus
    
   
  1st  
   
   
   
  +0
    
   
  2nd 
   
   
   
  +1
    
   
  3rd  
   
   
   
  +2
   
  Pg. 52 - The undead traits are misquoted. Intelli-
  gent undead (those with an Intellect score) can 
  heal naturally. This includes Forsaken. To heal, a 
  forsaken does not require sleep per se, but it needs 
  at least eight hours of inactivity as well as food (in 
  the form of raw flesh, the only thing Forsaken can 
  eat properly) to promote negative energy to heal 
  the
  the forsaken. Like any other creature without 
  Regeneration, the Forsaken cannot regrow lost 
  limbs.
  Pg. 53 - Add Zandali to the list of Forsaken 
  undead bonus languages.
  Pg. 62 - The current entry for a warlock's fel com-
  panion assumes that you shall be using the old 
  Manual of Monsters. See the upcoming The 
  Monster Guide for an updated version, more 
  compatible with the game's new form.
  Pg. 67 - Druids rebuke/command animals and 
  plants, regardless of their alignment.
  Pg. 67 - The current rules are more in-line with 
  D&D than WoW. If you want a more MMORPG-
  like druid, use the Iconic Racial Classes found in 
  the Alliance Player’s Guide or the following 
  variant: Shapeshifting Druids.
  Despite my wishes, this is only a house rule for 
  now, not official.
  Pg. 74 - Hunters recieve Track as a bonus feat at 
  1st level.
  Pg. 85 - If you feel the scout is too weak to hold 
  his own in combat, consider the following 
  optional rule: 
  Change the scout's base attack bonus to +1 
  per level, like a warrior.
  Pg. 93 - Change the Alignment requirement to 
  Any Nongood. Remove the Affiliation require-
  ment for the Assassin. Both the Alliance and the 
  Horde have been known to train and use assas-
  sins. Most assassins, however, are still Indepen-
  dent and hired.
  Pg. 96 - If the player chooses, she may apply all 
  Beastmaster abilities related to an animal com-
  panion to her hunter companion instead. This 
  means that Beastmaster levels stack with Hunter 
  levels for the purposes of hunter companions. The 
  player must choose between Druid and Hunter for 
  these purposes when taking her first level of 
  Beastmaster; it does not apply to both classes.
  Beastmaster; it does not apply to both classes.
  Pg. 101-102 - The listings for the following Elven 
  Ranger abilities are too vague: bow strike, keen 
  arrows, arrow cleave. Use the following instead:
  Keen Arrows (Ex): At 4th level, the elven 
  ranger doubles the threat range of all 
  arrows or bolts she fires. This feature does 
  not stack with other threat range adjust-
  ments such as Improved Critical or the 
  keen weapon property.
  Bow Strike (Ex): At 6th level, an elven 
  ranger may use her bow in melee combat 
  without risk of damaging the bow. A 
  longbow functions as a quarterstaff, and a 
  shortbow functions as a club. The bow's 
  enhancement bonuses and masterwork 
  quality do not grant bonuses on melee 
  attacks.
  attacks.
  Arrow Cleave (Ex): A bow in the hands of 
  
  3
  UNOFFICIAL ERRATA
  a 10th-level elven ranger becomes a 
  weapon capable of shots with incredible 
  power and precision. If the elven ranger 
  deals enough damage with a fired arrow to 
  make a creature drop (typically by dropping 
  it to below 0 hit points or killing it), the 
  arrow continues in a straight line and 
  targets
  targets the next creature in its path if it is 
  within the same range increment as the 
  original target. Make separate rolls to hit 
  and damage the second target. The elven 
  ranger can use this ability once per round.
  Pg. 104 - The range for the Fel-Sworn's fel breath 
  is 30 feet.
  Pg. 104 - The ability adjustments for Hellish 
  Growth replaces, not stacks, with the normal 
  ability adjustments for increasing in size. This 
  ability has been toned down for the sake of 
  player balance.
  Pg. 110 - A superior mount gains bonus skill 
  points and feats when it gains additional hit dice. 
  The text is incorrect.
  Pg. 131 - The Darnassian language is not 
  restricted.
  Pg. 131 - The orcish language uses Pictoforms as 
  its alphabet, not Common.
  Pg. 131 - The Zandali language is missing from the 
  list. Add the following after Titan:
  Zandali, Darnassian, Trolls
  Pg. 166 - Most jungle trolls allied with the Horde, 
  the Darkspear Tribe, come from the village of 
  Sen'jin, along the coasts of Durotar.
  Pg.176 - For some reason, the starting gold for the 
  Hunter class has been left out. Hunters begin at 
  1st level with 6d4 x 10 (150 gp).
  Furthermore, those starting with racial class levels 
  start with 3d4 x 10 (75 gp).
  Pg. 243 - The listing for Fast Healing was left out. 
  Here's the listing:
  Fast Healing 
  A creature with the fast healing special 
  quality regains hit points at an exception-
  ally fast rate, usually 1 or more hit points 
  per round, as given in the creature's entry. 
  (A creature with fast healing 4, for 
  instance, recovers 4 hit points on its turn 
  every round.) Except where noted here, 
  fast
  fast healing is just like natural healing. Fast 
  healing does not restore hit points lost from 
  starvation, thirst, or suffocation, and it 
  does not allow a creature to regrow lost 
  body parts. Unless otherwise stated, it does 
  not allow lost body parts to be reattached.
  Pg. 254 - The Gaining New Spells for divine 
  casters is inaccurate. A divine caster gains full 
  access to all spells within his spell lists upon 
  gaining a new spell level. A divine caster need not 
  pay to learn new spells.
  Pg. 267 - Fog Cloud is listed incorrectly; see 
  below.
  Pg. 299 - Drain Soul's XP cost is considered an 
  Item Creation cost, and may be paid with an 
  Enchanter's Enchantment Points (see More 
  Magic & Mayhem).
  Pg. 304 - Fog Cloud's levels are inaccurate. 
  Change to the following:
  Level: Arc 2, Elements 2, Sha 2
  Pg. 305 - Frost Armor's subtype is inaccurate. 
  Change to [Cold].
  Pg. 336 - This isn't errata, but more a clarifica-
  tion. The caster may only cast this spell upon her 
  own weapon, and the caster must hit. Remember, 
  the spell lasts until the caster hits someone or
  Fast Healing
  
  More Magic And Mayhem
  UNOFFICIAL ERRATA
  or looses the weapon.
  Pg. 336 - Shadow Word Pain's damage is inaccu-
  rate. Change to 2d4+1 points of damage per 
  round.
  pg. 338 - An enchanter may use EP to create Soul-
  stones, but only for himself.
  Pg. 3 - In the Table of Contents, a hunter list is 
  given, referring to page XX. There is no hunter 
  list as of yet. See the errata for the WoW RPG 
  Rulebook for more details about the Htr spell list.
  Pg. 7 – Inscriber's spell list isn't actually explicitly 
  mentioned. It seems to be all runes listed in 
  MM&M (but not Simple Runes or Enruned Fists), 
  and arcanist spells as listed on p.7, in Arcane 
  Spells as Runes. However, the inscriber still must 
  learn and scribe the rune into his spellbook, just 
  like any other spell. This means he must find a 
  rune
  rune and learn it through Spellcraft, or be taught 
  it by a runemaster or inscriber who knows the 
  rune.
  Pg. 8 – The Witch Doctor's spell list is identical to 
  the Shaman's spell list.
  Pg. 66 – Divine Spirit is referred to as a level 4 
  Priest spell, but is not listed in the spell descrip-
  tions. This spell was dropped, so remove it from 
  the list. It may appear in another book.
  Pg. 120 – Tooth of Eranikus - Eranikus is actually 
  a green dragon, not black.
  Pg. 180 – Dirtworm is described in the text but 
  not listed on the table (under Special Substances 
  and Items). The entry in the table should read: 
  Dirtworm MR 1 2750 gp 
  1500 lbs
  Pg. 180 – The Goblin Shredder is listed as a 
  vehicle, but it was left out. This is because we 
  decided that it would make a better steam 
  armor than a normal vehicle. The armor will 
  be released in a subsequent, undisclosed book.
  This is the original version of the goblin shredder, 
  if you prefer:
  Goblin Shredder
  Goblin Shredder
  Description: The first machine designed to 
  mimic the humanoid form, goblin shred-
  ders use the steamsaws attached to their 
  arms to cut down lumber at an incredible 
  rate unmatched by peasant work crews.
  Pg. 343-348 - The tables for Summon Monster, 
  Summon Nature's Ally, and Summon Undead all 
  assume that you are using the old Manual of 
  Monsters. For more current tables, see the 
  upcoming book The Monster Guide.
  Operation:
  Operation: Starting the goblin shredder 
  takes 2 minutes. Piloting it requires DC 15 
  Use Technological Device checks.
  Fuel: A goblin shredder consumes 1 vial of 
  phlogiston every 2 hours; when the 
  steamsaw is active, the shredder consumes 
  phlogiston at twice the normal rate.
  AC 2; HR 5; 40 hp; Size Large (15 ft. tall x 
  9 ft. wide); Weight 900 lb.; Speed 10 mph 
  (90 ft.) (poor); Cargo 1,000 lb.; Crew 1 
  (usually designed for Small creatures, 
  though larger versions exist); MR 3; TS 12; 
  Craft DC 35; Price 2,885 gp (includes one 
  steamsaw).
  Pg. 180 – The Goblin Shredder Steamsaw should 
  have a hash and an indent before it. Like the 
  Torpedo Launcher, the steamsaw is a weapon built 
  specifically for the Goblin Shredder vehicle.
  Pg. XX – This is not Errata so much as an optional 
  rule. In the World of Warcraft MMORPG, a fifth 
  elemental damage type existed, known as Shadow 
  damage. Those wishing to incorporate the 
  Shadow element into the normal pantheon of 
  fire/heat, cold, acid, and electricity in their 
  tabletop games may do so. Any attack that deals 
  fel
  fel damage through shadows (such as the spell 
  shadow bolt) deals shadow damage instead. Those 
  that have mixed elements, such as the spell 
  immolate, deal half damage as shadow and half as 
  the other element. You may even decide that all 
  fel damage is called shadow damage instead; it's 
  practically the same thing. This also means that 
  creatures
  creatures may exhibit Resistance to Shadow, at 
  the GM's discretion. An exhaustive list is too 
  much for me to do at the moment; use GM discre-
  tion to decide which spells deal shadow damage. 
  Technically, though, fel damage is shadow 
  damage. Either way you want to play it. 
  4
  Goblin Shredder
  
  5
  Lands of Mystery
  UNOFFICIAL ERRATA
  Be sure to also see the bonus material and errata 
  here: http://www.white-wolf.com/wow/
  Pg. XX - There is a section where Brann refers to 
  Ner'zhul as a warlock. This should be turned to 
  necromancer.
  Pg. XX - Please note that all mentions of "refer to 
  appendixes" refers to the in-game appendixes that 
  Brann sent to Magni. This is for thematic effect 
  only; there are no "missing appendixes" in this 
  book. 
  Pg. 27 - The population is incorrect. Change to: 
  17,000 (30% orc, 25% tauren, 15% goblin, 5% 
  centaur, 5% dwarf, 2% gnome, 1% night elf, 1% 
  harpy, 1% human). 
  Pg. 41 - The population is incorrect. Change to: 
  14,000 (80% orc, 12% jungle troll, 12% tauren, 
  5% Forsaken, 1% other). 
  Pg. 80 - The population is incorrect. Change to: 
  25,000 (99% troll, 1% other (sea creatures). 
  When I say sea creatures, this includes murlocs 
  and markruka, as well as other speakers of the 
  underwater common language of Nerglish.
  Pg. 119 - Layout Error: Need to put the Blue 
  Dragonspawn tables before the Description 
  heading. see the official website for the document. 
  Pg. 121 - The blue dragon whelp's saving throws 
  are incorrect. Change to: Fort +7, Ref +6, Will 
  +8. 
  Pg. 123 - The dragon table has been reprinted 
  here. Replace with the Blue Dragonspawn stuff 
  from the web enhancement. 
  Pg. 129 - The magnataur's listed level adjustment 
  is incorrect. Change to +5. This is consistent 
  with the table on the following page, as well as the 
  sidebar on the previous page. 
  Pg. 146 - Nerubians have 2 claw attacks, not just 
  one, which are their secondary natural weapons, 
  while their bite is primary. More clarification than 
  errata.
  The
  The damage bonuses are incorrect, however. A 
  nerubian's bite deals 1d8 + Str modifier, while 
  their claws deal 1d4 + 1/2 Str modifier. Ignore the 
  bonuses; that's cut-n-paste errors.
  Lands of Mystery Web 
  Enhancement
  Pg. 2 - The blue whelp's as a player character 
  listing fails to mention their racial hit dice or 
  natural weapons. 
  Insert the following after Breath Weapon: 
  Natural
  Natural Weapons: Bite (1d8 + Str 
  modifier, primary), 2 claws (1d6 + 1/2 Str 
  modifier, secondary), 2 wings (1d4 + 1/2 
  Str modifier, secondary). As a full-round 
  action, a dragon whelp may make up to 5 
  attacks.
  Insert the following after Skills entry:
  Racial
  Racial Hit Dice: A blue dragon whelp 
  begins with nine levels of dragon, which 
  provide 9d12 Hit Dice, a base attack bonus 
  of +9, and base saving throw bonuses of 
  Fort +6, Ref +6, and Will +6. 
  Racial
  Racial Skills: A blue dragon whelp’s 
  dragon levels give it skill points equal to 11 
  x (6 + Int modifier, minimum 6). Its class 
  skills are Appraise, Concentration, Craft 
  (alchemy), Decipher Script, Gather Infor-
  mation, Heal, Intimidate, Jump, Knowl-
  edge (arcana), Listen, Search, Spellcraft, 
  Spot, and Swim. 
  Racial Feats: A blue dragon whelp’s dragon 
  levels give it four feats (often Alertness, 
  Blind-Fight, Improved Initiative, and Mul-
  tiattack). 
  Lands of Mystery Web
  Enhancement
  
SOURCE: textdata/thevault/Warcraft (d20) [multi]/WoW - Unofficial Errata - Adam Loy et al (d20 System).pdf