Misc rules

ATTRIBUTES
Strength = Strength

Stamina = Constitution

Agility = Dexterity

Intellect = Intelligence + Perception

Spirit = Wisdom + Charisma

SKILLS
Acrobatics (Agility)

Arcana (Intellect)

Athletics (Strength)

Bluff (Spirit)

Craft (Intellect)

Diplomacy (Spirit)

Dungeoneering (Intellect)

Endurance (Stamina)

Heal (Intellect)

History (Intellect)

Insight (Intellect)

Intimidate (Spirit)

Nature (Intellect)

Perception (Intellect)

Religion (Intellect)

Stealth (Agility)

Streetwise (Spirit)

Thievery (Agility)

AT-WILL POWERS
Characters get 3 at-will powers at level 1.

ACTIONS
Long Action - WoW has a major distinction between instant powers which can be used while moving and powers that require the user to stop for a time to cast them. Therefore an extra action type Long has been created which takes a combined Move and Standard action to perform. A character can do a Minor action and a Long action in the same turn.

Channeling - Channeling is a form of sustaining for attack powers. If the attack hits, the character can use the same power again on the same target the next turn as a channeling action (spell specifies what action type that is). If the attack fails the power cannot be channeled.

AGGRO AND MARKING
What is called marking in 4e is called aggro in 4e WoW. A defender aggro's a foe, who has aggro from the defender.

SAVING THROW
Saving throws require a roll of 15+ to end.

STATUSES
Fear

You grant combat advantage

You can't take actions

You can't flank an enemy

You wander 2 squares on your turn.

Wander: Randomly shift 1 into an open square. You do not move into dangerous zones or squares (lava, edge of cliffs).

DAMAGE TYPES
The damage types are physical, holy, fire, frost, arcane, nature, shadow.