Skyrunner Prestige Classes

A list of Prestige Classes you can become within the Skyrunner Tribe. This is not an exhaustive List. If you want to play a class not listed, speak with the Officers or GM to work something out. The list is organized into magical affinities, such as Shadow or Nature, to help navigate a rather extensive list.

Click the class names to see their full Toolkits and abilities. Classes without a clickable name are not yet completed.

Balance Classes

Astral Caller

An Astral Caller is a being of precise timing and balance. The phases of the moons and stars govern their thinking as they attempt to use the power of the heavens and the arcane to bring order and balance to all things.

Brewmaster

Brewmasters practice a unique fighting style. They combine typical pandaren finesse and strength with the appearance of being drunk, stumbling apparently at random. When they sway to avoid a blow or swing a wild fist, their proficiency appears accidental.

Elementalist

Elementalists are spellcasters who focus on the elements, particularly their destructive powers. Elementalists study arcane elemental magic to become more like elementals, which they revere. Elementalists are canny and fervent foes.

Holy Strider

Holy striders once started out only as long-distance scouts for the various Tauren tribes. Since then they have developed and grown their skills to become extremely skilled diplomats and spies of both land and court. This unique blend of teachings and values makes the Holy strider something of an enigma.


Mistweaver

Mistweavers are dedicated to their path with dogged resilience. For them, there is no higher calling than that of restoring the mind and body to a place of balance and health, both within their communities and in combat. Their skill allows them to adapt to most situations and to make hard choices.

Ritemaster

A Ritemaster is not usually one trained to war or combat but to the teaching of the next generation. They will often accompany their tribe into combat or other situations though to lend their wisdom and teachings where they can.

Wardancer

Pandaren are by all accounts graceful and skilled warriors. Their wardancers epitomize the pandaren art of warfare — and for the wardancers, battle is indeed an art. Their title does not come coincidentally. Their movements are precise and fluid; they appear to dance through a battlefield, their blades flashing silver, blood spraying into the air, and bodies toppling as they move.

Windwalker

Windwalkers are fast-moving fighters who never stay still for long. They use the momentum of combat to move from one form to another, always with grace and balance that provides them with legendary skills; however, a Windwalker Monk must build that momentum each fight.

Death Classes

Death Knight - Blood

In undeath, some death knights find a special affinity for the blood and bone of the living. They carve into their enemies, sustaining themselves with deadly sanguine strikes, while using the bloody, shattered remains of the dead to fortify their own defenses. These crimson-soaked knights bend the very rules of mortality to control the frontlines of the battlefield.

Death Knight - Frost

Combining martial prowess with supernatural cold, frost death knights leave their enemies chilled to the bone—and broken of the will to fight. Unlike mages who learn to harness frost magic to great effect, these death knights are born of it, rime gripping their decaying hearts. These frozen undead warriors wield dual blades to strike with ferocity and inflict deathly cold upon anyone who would stand against them.

Death Knight - Unholy

While free from the Lich King’s grasp, some death knights still embody the ever-corrupting nature of the Scourge plague that once threatened to consume Azeroth. No matter their allegiance or cause, they remain defilers of life; and nowhere is their callousness more on display than when threatened. Inflictors of the most aggressive of diseases—and masters of raising unhallowed minions from the ground—these unholy death knights are vicious melee combatants, capable of striking with the force of an undead legion and unleashing pestilence that would bring their foes to ruin.

Necromancer

Necromancers are practitioners of necromancy (also called the dark arts or the black arts) the study and use of magic to raise and control the dead. Necromantic magic (or death magic) has many functions beyond simply raising the dead. Masters of this tainted field of magic can conjure festering diseases, harness the shadows into bolts of incendiary energy, and chill the living with the power of death. Necromancy can also be used to reconstruct the flesh of undead creatures, allowing them to function again even after the foul monsters have been destroyed. Necromancers are the enemies of life itself, and all hands are raised against them. Some of the worst evils in Azeroth's history have been perpetrated by necromancers, and they deserve their malevolent reputation. Few things are as abhorrent and horrifying as necromancy.

Disorder Classes


Affliction

Affliction warlocks are masters of shadow-touched powers, but unlike shadow priests—deadliest when pushed to the brink of insanity—these warlocks delight in using fel forces to cause intense pain and suffering in others. They revel in corrupting minds and agonizing souls, leaving enemies in a state of torment that would see them undone in due time. Even the most battle-hardened warriors can be deceived, landing blow after blow against the warlock, only to succumb to their suffering as their very vitality is siphoned away by the dark spellcaster.

Demon Hunter

Demon hunters made a pact, long ago, to fight against the forces of chaos using their own terrible powers against it. They ritually blind themselves in exchange for spectral sight that enables them to better sense their prey. This enhanced awareness, together with their great agility and magical prowess, makes demon hunters unpredictable adversaries. They wield demonically charged warblades in battle and call upon demonic energies to augment their formidable combat skills.

Demonology

By their very nature, demons are leeches on the living universe—but the demonologist has mastered harnessing the power of these malefic beings on the field of battle. Warlocks harvest the souls of their defeated enemies; those specialized in the ways of demonology use this life essence to tap into the Void, pulling all manner of abomination from the chaos of the Twisting Nether. While such a practice is often considered by outsiders to be wicked and reckless, the demonologist maintains absolute control over the summoned creatures. These malignant entities are fully beholden to—and empowered by—the will of the warlock, until banished to the realm from whence they came.

Destruction

Warlocks who command the power of destruction favor incantations of pure chaos and aggression in battle. In this regard, they’d find a stronger kinship with fire mages than warlocks of other disciplines—if not for their propensity to make use of magic deemed detestable by all mage orders. The destruction warlock is well-versed in discharging a dizzying array of shadow, fel, fire, and chaos magics upon opponents that rattle souls and conflagrate bodies. They require little motivation for the havoc they wreak, happy to revel in the destruction they cause—thrilled at any opportunity to watch the world erupt in discord around them.

Life Classes

Beast Master

Among the most gifted hunters, there are those who have from birth felt a profound bond with the creatures of the wild. These beast masters are drawn to the perilous primal world, invigorated by its dangerous and untamed nature. Primitive landscape becomes home. Ferocious predator becomes kin. Whether in the thrill of the hunt or the heat of battle, beast masters call forth a litany of vicious animals to overwhelm prey and gnaw at their enemies' will.

Ivus Totemic

The many gifts provided by nature must sometimes be reciprocated. Ivus Totemics seek order in the world by tending directly to its many life forms. Friend to flora and fauna alike, Ivus Totemics celebrate birth and growth. Where there is decay, they bring rejuvenation. Where there is abatement, they summon regrowth. Life not only needs protection—it needs nourishment. They use this power to mend wounds and provide persistent remedies that keep their allies from falling.

Plagueshifter

Plagueshifters fill a specialized role, one typically taken by tauren druids, who are willing to leave Kalimdor and walk in far lands. To become a plagueshifter, one must risk exposure to the deadliest diseases and poisons, and learn to master them. It's a dangerous profession, but just as the mastery of sharp steel has its rewards, so too does the victory over the most insidious enemies of the natural world. The plagueshifter's body and mind are strong enough to resist the effects of poison, disease and similar effects. The plagueshifter can recognize any natural or magical disease. The plagueshifter's mystical forces protect her not only against disease, but also against the creatures that carry them.


Primal

Primals are those warriors who revel in their bestial rage and give into it completely. As they slowly take on an increasingly beast-like appearance, they also gain powerful and violent abilities. Primals believe that every creature is inhabited by a dark, primeval essence. They hold to the notion that each and every living soul is haunted by a beastly force, and that those who accept this fact can eventually ascend to another level of existence - one that is more primitive, but also more connected to nature and the animal kingdom.

Ursa Totemic

The ursa totemic is a powerful melee fighter and can take a prodigious amount of damage before falling. Ursa totemics represent the continued evolution of their race and are strong melee combatants that rely on natural weapons and sheer toughness to see them through. The ursa totemic rends and mangles his opponents, crushes them in bear hugs, rips them apart with his jaws, and only then notices that he is bleeding from dozens of wounds.

Ysera Totemic

Traditionally, druids chose the path of a specific animal totem, becoming either druids of the claw or druids of the talon. Indeed, legends suggest that there were even more orders of druid than these two. After the Legion's invasion, the druids began to use the powers of all forms, combining their strengths against their enemies and becoming the druids of the wild. Ysera is the absolute ruler of the Emerald Dream. As such, most druids of the wild venerate her; and even if some do not treat her as a deity, she is at least acknowledged as one of the greatest paragons of nature in existence.

Light Classes

Discipline

Some priests pride themselves on pragmatism. They understand that light casts a shadow, that darkness is defined by light, and that true discipline stems from one’s ability to balance these opposing powers in services of a greater cause. While these priests possess many holy virtues to aid their allies, they also dabble in the dark arts to debilitate their enemies—always exercising immense discipline to keep themselves away from the brink of insanity. Many would say the ends justify the means; scriptures both virtuous and vile should be studied and understood to protect the congregation.

Holy

Like priests who serve the Light, holy paladins are devout in their faith. After spending much of their lives in hallowed halls studying divine doctrine, those who pledge themselves to a holy order become beacons of the Light for their allies in conflict, taking up the heavy armor and weaponry of justice. Holding the unwavering belief that any battle waged to eradicate evil in the world is righteous, these paladins stand on the frontlines in service to all others dedicated to the cause. The truth and virtue of the Light imbues these sacred knights with the power to revitalize their comrades. If necessary, they even lay down their own lives to serve as a martyr for the greater good.

Inquisitor

A towering and domineering force of seething, zealous rage and terrible intent. Inquisitors walk a blurred line between fervor and self-destruction. As their skill and faith in the Light increase so too does their rage and ability to manipulate the souls of those around them. Vicious , unwavering, unforgiving, and brutal these paragons of the Light will stop at nothing to purge the unfaithful from the land though not all Inquisitors follow the same path to righteousness and can even be caught fighting amongst themselves about True Enlightenment, be it the Church of the Light, Remnants of the Scarlet Crusade, or the Grace of An'she.

Retribution

To serve as instrument of the Light is to hold an unshakable faith. Oftentimes the most dedicated paladins become fanatical in their devotion, instruments of retribution against those who dare defy the laws of the divine. These paladins are vengeful guardians of the weak—crusaders judging and punishing the wicked. Their resolute conviction in the divine order of all things assures them that victory is inevitable—but they will fight to the end to ensure that the Light prevails.

Order Classes

Hydromancer

Frost mages stand apart from their colleagues, in that their chosen school of magic focuses on maintaining supreme control over the capabilities of their enemies. Mages who command frost perform chilling displays on the battlefield, rendering foes immobile as they bombard them with ice. Often, the blade never reaches the caster before the bitter cold takes hold. The frost mage exudes frigid power as icicles form around them, foreshadowing the wintry demise of those who stand opposed on the field of battle.

Inscriber

Inscribers are arcanists who have discovered the strange arts of rune-casting; a technique for channeling the arcane energy inherent in the world without the risk of arcane corruption. They are different than runemasters, for they pursue the arcane knowledge and spellcasting techniques of all arcanists; they seek to also add the powers of runes to their repertoire. Inscribers still use spellbooks, though these spellbooks may contain impressive formulae for channeling the power of runes that other arcanists can't make heads or tails of.

Leywalker

It is an occult truth, known to all who study the ways of magic and spellcraft, that great lines of power crisscross the lands of Azeroth. These lines of magic are often harnessed for mighty magical purposes, from the creation of moonwells to (some say) the powerful glowing dome in Dalaran. It is simply assumed that those with power eventually must seek out one of these sites. But those who study the mysteries of the ley lines discover something more. Certainly, there are lines of power that run across the land in a select few areas, but these are not the only lines — simply the most obvious. If these are thick, corded ropes of power, there are also tiny, web-thin threads that run between these great ley lines, connecting them in a vast net of pulsing, subtle power.


Pyromancer

While any worthy mage is an unparalleled expert in the use of magic and heavily dedicated to their craft, those who master the forces of fire tend to be a little more audacious than their peers. If a threat stands before them, the answer is always to neutralize it in a glorious blaze. A lifetime dedicated to the study of fiery forces only fuels their pyromania, and these mages take pride—even pleasure—in igniting their enemies in wild bursts of flame. Mistake their affinity for watching things burn as a lack of self-control at your own peril.

Runemaster

He merges brute strength with arcane magic, covering his body with mystic tattoos and often imbuing them with magical energies to increase his skill in hand-to-hand combat. While a runemaster shuns armor, this is more to prevent hindrances to inscribing his runes than to demonstrate his subtlety and finesse with unarmed strikes. Quite to the contrary, a runemaster prefers to get in the face of his enemies. Using little trickery or subterfuge, the runemaster takes down foes with toe-to-toe, all-out assaults, hammering them with tattooed fists and feet brimming with arcane power. Runic magic is considered primitive yet complex by most other races.

Techno Mage

Not surprisingly, few enterprising arcanists pick up a wrench and see what they can do with it. The time, energy, and money it takes to make wondrous items compounded with the time, energy and money it takes to make technological items makes imbuing technological items with magic highly impractical. Some do it, of course, and are considered eccentric and spendthrifts. The techno mages rose as an answer to this problem. Instead of treating their inventions as mere items, they tended to view the objects as extensions of themselves, using their will to enhance the item temporarily. As they commonly do this in battle, some consider them valuable warriors. Others consider them insane.

Physical Classes

Arms Master

Across culture and kingdom, men and women who demonstrate great physical aptitude are transformed into mighty warriors through tests of strength, endurance, and fighting capability. Their friendships are forged not in the classroom, tavern, or workshop, but in the dueling pits and on the arena floor. As a childhood of sparring defines a warrior’s destiny, so too does one’s choice of weapon determine their role on the battlefield. Arms warriors gravitate toward two-handed weapons instinctively. It’s more than a matter of preference—it speaks to the character of the wielder. Arms warriors are patient in a fight, waiting to capitalize on moments when an opponent is left exposed. Two-handed weapons allow them to deliver devastating, overpowering blows, fully exploiting their enemies’ weaknesses.

Bombardier

The bombardier is the highest practitioner of the art of things that go boom. Meticulous planners with a frenzied need to blow things up, most bombardiers are a haphazard mixture of forward-thinker and absent-minded tinker. Using tips from dwarven demolitionists and mortar teams, the bombardier learns to weaken stone or metal. They are able to reduce the hardness of wood, stone, and metal structures for the purpose of blowing them up.

Deadshot

Specialized assassins, able to slay with one painstaking shot from a rifle or crossbow. Although many associate the dead shot with the gun, many dead shots, notably night elves, are skilled with the bow or crossbow. They all share the qualities of a sharp eye and almost unnatural patience. The dead shot is skilled, of course, in specific ranged attacks, but they also have abilities that allow them to melt into the background, wait for hours on end for their prey to appear, and spot a sparrow in a tree three-hundred yards away.

Fury

On the battlefield and in the arena, the most feared combatants are often the furious berserkers who lust for battle and thirst for blood. Through a lifetime of training and sparring, these merciless warriors have become masters of carnage—often wielding a weapon in each hand to maximize the destruction. Even without the protection of a shield, the fury warrior leaves little opportunity for an opponent to strike without suffering grievous wounds in return—delivered in a whirlwind of blades that dooms anyone its wake. Brute force becomes a breathtaking display when fury warriors relentlessly dive into the fray.


Gladiator

A gladiator has devoted himself to the mastery of close combat. This single-minded devotion to weaponry and fighting styles makes him much feared by his enemies who cross him, and close allies to those who manage to befriend him. A gladiator prides himself on having equal proficiency over every weapon imaginable. Most also strive to become peerless experts in a weapon of their choice. This chosen weapon weaves and sings in the gladiator's hand, carving a swath through all foes.

Mounted Warrior

Once, long ago, warriors fought on foot, with nothing but their own bodies and weapons to determine the outcome. Then people domesticated animals, and discovered they could ride the larger beasts, giving them both height and speed unmatched by any landbound foe. Thus mounted combat began. Now warriors on horse, panther, wolf and other beasts are a common sight, and many learned to ride almost as early as they learn to walk, reveling in the speed and ease of such travel. But riding on a beast, watching the ground flash past just below, pales against the thrill of riding an aerial mount, soaring through the air, feeling the wind tugging at your cheeks and lashing at your hair. Mounted warriors are formidable melee combatants on their own, yet they are only half complete. When they climb atop beasts and ride them onto the battlefield, mounted warriors become truly fearsome foes, mount and rider working together in deadly concert.

Physical Classes Continued

Outlaw

Outlaw rogues are the unscrupulous scoundrels of Azeroth. Operating outside the law, they bend the rules and distort the truth to get what they need. While they share plenty in common with other rogues, these outlaws have little use for tact or discretion, happy to engage in a tavern brawl or spontaneous duel, rarely patient enough to wait in stealth for the opportune time to engage. To survive in such a world, outlaws must become master swordsmen in toe-to-toe combat—and they can’t shy away from fighting dirty. If blade fails to cut too deeply, the outlaw takes advantage of a concealed pistol, catching the enemy by surprise with a quick blast.

Protection

Like their counterparts, protection (warriors) are virtually bred for physical dominance, having been raised in the art of close-quarters combat—but their measured approach to battle is what distinguishes them from their comrades-in-arms. They demonstrate an uncanny knack for blade and shield, nullifying an opponent’s advances and creating opportunities for counterattacks. For the protection warrior, being the toughest soldier on the front means nothing if allies are left vulnerable to the enemy’s attack. Stalwart defenders are integral to the success of any military campaign—the protection warrior seeks to be an unbreakable wall.

Sapper

Quite simply, sappers love to blow things up. However, unlike many goblin tinkers, they don't necessarily like the idea of killing themselves in the process. No, to a sapper, the fiery blast of a good explosion is a form of art unto itself. Some spend a great deal of their lives trying to find new and interesting ways to generate beautiful, classy explosions. Sappers are experts in all sorts of explosive devices, from small firecrackers to powerful seaforium charges capable of blowing holes in thick castle walls. Even when they don't have a prepared explosive available, a good sapper can put one together out of whatever natural materials they can find lying around.


Steamwarrior

Steamwarriors are mechanics who take their skills to the battlefield by building walking suits of phlogiston-powered armor. Though the armor of most steamwarriors takes on a generally humanoid form, a suit's functions are as individualized as its pilot. The only activity most steamwarriors enjoy more than using their armor in combat is tinkering with it between battles, improving old functions and adding new ones.

Subversive

Subversives are militant defenders of the wild who use guerilla tactics and sabotage to safeguard the land. While their methods may be morally questionable, subversives dedicate their lives to defending nature and its inhabitants. They believe that Azeroth's welfare and survival depend on the state of the wilderness and the creatures populating it. When nature is destabilized, everything in the world is thrown into anarchy — and everyone suffers.

Shadow Classes

Assassin

One of the favorite tools of the assassin is a pair of daggers coated with vicious poisons. The damage they inflict is deceiving at first—the initial wounds often seem survivable, even superficial. Then the toxins set about their business. Wounds don’t close, and blood loss continues unabated. Assassins begin their work stealthily, choosing their targets and methods of engagement carefully—but once committed to a course of action, they stick to their target until the job is done rather than disappearing into the shadows to avoid their quarry’s blows.

Hexer

All shaman and witch doctors know of ways to invoke spirits to do their bidding. The hexer takes this craft to a new level, calling the wrath of spirits down upon their enemies. With a dance and a chant, they weaken and debilitate their foes. Most people see hexers as mysterious and perhaps a little disturbed, especially since hexer performances are bizarre. Since nobody can see or interact with the "spirits" a hexer calls forth, some believe a hexer's art is all smoke and mirrors, designed merely to intimidate and distract the enemy. Nonetheless, the hexer's powers affect believers and nonbelievers alike.

Shadowcaller

The Light in which many priests bathe is brilliant and effervescent, granting them immense divine power. But the brightest light casts the darkest shadow—and from within this blackness, a rival power dwells. Shadow priests fully embrace this opposing polarity, their faith equally resolute as their holy counterparts—but focused on shadowy magics and mental manipulation. Like all priests, they dedicate much of their lives to worship—but they derive their power from the Void, straying dangerously close to the domain of the Old Gods. To truly understand such ancient, corruptive influence is to be driven mad. This is the state in which these dark priests thrive, embracing insanity and feeding off of the minds of their opponents to reach terrifying new limits.

Shadow Hunter

Shadow hunters are masters of voodoo and shadow magic and were once the highest authority amongst trolls. Their spirit powers can both heal and curse, walking the line of dark and light in hope of saving the future of trollkind, doing whatever it takes to secure a future for their kin. The loa can channel themselves through the shadow hunters when they use their ceremonial rush'kah masks. The traditional shadow hunter weapon is a long double-bladed sword or glaive.


Spymaster

Spymasters (or spymistresses) are a rare group of spies among the Horde, masters of disguise. Like the Alliance's infiltrators, in which the skills and knowledge were originally gained from by torture, a spymaster's main purpose is to charm and manipulate their way into the enemy's trust. However, the Horde's spymasters serve a much more insidious purpose; they are both parts spy and assassin

Subtlety

Subtlety rogues are the masters of the shadows, and they strike unseen. They don’t have the lethal poison-tipped daggers of the assassin or the brawling prowess of the outlaw, but their acumen on the battlefield and ability to hide in plain sight are unrivaled. Some claim the art of subtlety looks like malevolent shadow magic—but no matter from where their power is derived, these rogues are capable of performing devastating assaults on their enemies, slipping away unharmed to strike again without detection. Most rogues train their entire lives to learn how to walk in the shadows—subtlety rogues were born there.

Witch Doctor

The witch doctor is an alchemical and spiritual master, skilled at not only simply brewing potions and alchemical goods, but at awakening the spirits of the ingredients that go into his goods. A witch doctor at work can be unsettling, for he croons and chants to the herbs and animal parts that go into his brew, shaking a rattle to awaken them from their slumber, and sometimes even bursting into dance to appease them and make them favor him. The powers that witch doctors revere are creatures of wild, ecstatic worship who demand dynamism from their servants. The witch doctor's arcane magical art is formed from the ability to twist and turn nature through a crude yet effective science called juju.

Spirit Classes

Celestial Champion

The Celestial Champion is a powerful monk that fully embodies one of the four August Celestials, powerful Wild Gods that preside over Pandaria. It is said that a Celestial Champion's spirit must be strong in order to project the power of their patron Celestial. Chi'ji Champions are masters of inspiring hope in their people, healing on the move. Xuen Champions are pinnacles of strength and combat prowess. Niuzao Champions are the solid foundation for any people and embody the unwavering courage of the Black Ox. Lastly, Yu'lon Champions soothe the doubts that plagues the minds of their people and bring peace to their spirits.

Divinist

Divinists are elite divine spellcasters. Every priest desires to attain the title of high divinist. To reach this level of magical understanding is to, in a small way, transcend mortal existence. As they gain power, divine spellcasters gradually see more and more of the fundamental nature of their magic. They cast greater spells that draw upon more intense facets of their faith. Such understanding comes to all priests eventually, but some move beyond these tokens to true revelation. These are the divinists, living icons of the entities or beliefs they represent. As the archmagi of the Kirin Tor are to magi, so divinists are to priests. They give up some of their spellcasting potential to unlock esoteric secrets of their magic and other powers. Their foes approach them with wariness, for while they may be able to predict the actions of a normal priest, a divinist possesses unknown abilities.

Farseer

Farseers are adept at seeing places and events that are distant in both space and time, allowing them to foretell the future to a degree. Many say that they are the pinnacle of shamanistic development. The farseer is an orc tradition, but they sometimes train members of their allied races in its ways, especially tauren. These shaman are wise and often old. Most shaman of this type do not actually earn the title "farseer" until late in their lives, but they must begin training at an early age.


Loa Devotee

All trolls worship a pantheon of primal forces; a sacred animal represents each aspect of the pantheon. The trolls draw power for their voodoo magics by performing rituals and invoking the Primal Gods, Old Gods, forest spirits, and ancestral spirits: their Loa spirits and gods. Loa spirits are more powerful than the elementals, but not as powerful as gods. Supposedly, these spirits are mighty entities that grant the faithful extraordinary powers. By calling upon these voodoo spirits, the troll gains special blessings with which he can combat darkness and help those in need. The abilities granted vary according to the Loa the shadow hunter calls upon. Almost any being who has died and transcended death can be worshiped as a loa, including Forsaken shadow ascendants.

Spirit Champion

A spirit champion is a mighty warrior who embraces the spirits, to assist him in his battles. He strengthens his spiritual connection until he can feel the spirits flowing within his body and thoughts, strengthening his arms and quickening his mind. Whispered fragments impart insight into battle as ancestors speak of ways to overcome all foes. The spirit champion ceases to fight for his own reasons; he battles to honor the spirits and to further their wishes. Often these wishes coincide with his own, but occasionally the spirit champion embarks on a path for reasons that are unclear to him. He does so faithfully, trusting in the spirits to point him in the right direction.

Spiritwalker

Spirit walkers have a powerful connection to their ancestral heritage. Capable of channeling ancestral spirits through their body, spirit walkers are revered in tauren and orc societies for the history and wisdom they carry within them. The eyes of a spirit walker are ancient and shine with the light of a thousand souls. Their bodies are vessels, conduits from the realm of the dead to the world of the living. Spirit walkers are often looked upon with awe and fear by their brethren. A spirit walker strong enough to bear the weight of so many souls achieves a mystical transcendence, embodying the collective will and experience of the generations that are reaching out to him.

Transcendent

Tales say that spirits and energies are at work in the cosmos — spirits and energy that define the essence of reality, and from these vital sources all things are formed. This is one of the central philosophies of pandaren geomancy, and no one is more intimate with these energies than the pandaren transcendent. Seeking to embody the sentient formative powers of the universe and bottle them within her form, the transcendent is an aesthete, a warrior, and most of all a mystic.