Proto:World of Warcraft/0.5.3.3368 Friends & Family Alpha
This is a sub-page of Proto:World of Warcraft.
0.5.3 is World of Warcraft's earliest known leaked alpha. Dated almost an entire year before the game's release date, it was obviously a work in progress. Though it's extremely buggy and prone to crashing, it can be played with use of an emulator. Now, thanks to the nature of World of Warcraft, that being quests, NPCs, and most other MMORPG features are absent; for the most part, the client is a bare-bones sandbox.
This article is lacking a lot of content. Such as the original Troll & Gnome models, the different appearances of map models, the original Mail armor textures, differences in the zones, etc.
| Unused Audio
That's still recharging. I can't use that yet. That ability is not ready yet.
| Changed and unused Maps
5 unused maps and many changes from release.
- Every zone has at least some minor differences compared to the final release. While some zones are nearly finished, a few, notably Winterspring, haven't even been started on. Some, such as the Island of Doctor Lapidis, don't even exist in the final release at all! It is worth noting that the Eastern Kingdoms (named "Azeroth" in this build) has had more work done on it than Kalimdor, especially the zones surrounding Elwynn Forest.
- Models in the alpha use the same filetype used in Warcraft III, .MDX. The final game, however, uses the .M2 filetype to store models.
- In addition, many of the models are different from the final game. This is especially noticeable with the female troll model.
- Arcane resistance does not exist yet; in its place is holy resistance.
- Undead and humans both speak Common.
- Hunters use focus as a resource, instead of mana. This seems to be planned early on; hunters were given focus as a resource in Cataclysm, more than six years after the original game's release. This version of focus only regenerates while standing still.
- There's a very limited number of character names restricted compared to the final game. Additionally, capital letters are possible in the middle of names.
- Video and sound options are also quite limited compared to the final game.
- According to the .dbc file, only seven zones have graveyards: Elwynn, Redridge, Duskwood, Westfall, Dun Morogh, Wetlands, and Stranglethorn.
- Nearly every town has what is today known as a Meeting Stone. These were used in place of the current Hearthstones. Player could 'bind' themselves to a location that they could return to on a cd, and they also respawned here when they died no matter how far away they were.
- Instead of talents, players had a 'skills' menu. This worked similarly to hunter pet training in vanilla. Skills include increases to stats, bonus damage against certain mob types and weapon skills.
There are no items that can be confirmed to have been in the database, but the actual item makeup is different from the final release.
- There is no item quality: they all use the same color name.
- Equipment lists a recommended level, as well as a minimum level.
- Recipes are called "books".
- Back equipment has armor subclasses, such as mail or cloth.
- Bucklers and shields are two different equipment subclasses.
- Ironforge is much larger and contains a second level with shops. The Great Forge also has a different appearance. It also contains an elevator to Gnomeregan, though this area is unfinished
- Orgrimmar contains an additional bridge, is missing the auction house, and has a yellow color palette rather than the orange of the final release
- Undercity contains a second level with shops and NPCs. This level still exists in retail and can be accessed with a flying mount or via slow fall from the sewers, however it contains no NPCs. This prototype of Undercity also has green sewer water in the area that houses the auctioneers in retail.
- Thunder Bluff is much the same other than a tent in front of where Cairne Bloodhoof stays.
|The Horde consists of four races - the savage orcs, the spiritual tauren, the shadowy undead, and the superstitious trolls. Though they do not always agree, these outcast races have forged a union to insure their mutual survival in the brutal, war-torn world.
|Four races comprise the Horde: the brutal orcs, the shadowy undead, the spiritual tauren, and the quick-witted trolls. Beset by enemies on all sides, these outcasts have forged a union they hope will ensure their mutual survival.
|The Alliance consists of four races - the noble humans, the adventurous dwarves, the enigmatic night elves, and the ingenious gnomes. Bound by generations of blood and honor, these races seek to bring order to the ravaged kingdoms of the war-torn world.
|The Alliance consists of four races: the noble humans, the adventurous dwarves, the enigmatic night elves, and the ingenious gnomes. Bound by a loathing for all things demonic, they right to restore order in this war-torn world.
|The savage orcs originally came from the peaceful world of Draenor. But the demonic Burning Legion enslaved their culture and forced them to make war upon the humans of Azeroth. Though it took many years, the orcs eventually won their freedom and escaped the curse of their corruption. To this day, they fight for honor and valor amidst a world that hates and reviles them.
|The orc race originated on the planet Draenor. A peaceful people with shamanic beliefs, they were enslaved by the Burning Legion and forced into war with the humans of Azeroth. Although it took many years, the orcs finally escaped the demons' corruption and won their freedom. To this day they fight for honor in an alien world that hates and reviles them.
The Alpha character creation screen does not list racials for the orc.
|The undead who call themselves the Forsaken are a rebel group dedicated to overthrowing the rule of the diabolical Lich King and his Scourge. Ruled by the banshee queen, Sylvanas, the Forsaken plot to take vengeance upon both the Scourge that cursed them and the humans who seek to purge them from the land. Caring little for orcs or tauren, the Forsaken joined the Horde in hopes of furthering their dark schemes.
|Free of the Lich King's grasp, the Forsaken seek to overthrow his rule. Led by the banshee queen Sylvanas, they hunger for vengeance against the Scourge. Humans, too, have become the enemy, relentless in their drive to purge all undead from the land. The Forsaken care little for their allies: to them the Horde is merely a tool that may further their dark schemes.
The Alpha character creation screen lists the following racials for the undead:
- Immune to charm, sleep, and fear
- Resistant to shadow magic
- Underwater breathing
All of these racial spells made it into the final game. Well, somewhat. The immunity to charm, sleep, and fear effects was turned into an ability that cleared these effects and gave a temporary immunity to them for twenty seconds, later turned into five seconds, and then simply had the immunity effect removed altogether. Underwater breathing was removed in Mists of Pandaria, but undead still have a natural Shadow Resistance racial.
|The mighty tauren are peaceloving hunters dedicated to preserving the balance of nature and fulfilling the will of their goddess, the Earth Mother. Recently, the tauren were threatened by the murderous centaur. Yet, on a chance encounter, the orcs defeated the centaur and saved the tauren tribes from annihilation. To honor their blood-debt to the orcs, the tauren joined the Horde - thereby solidifying the two races' eternal loyalty and friendship.
|Always the tauren strive to preserve the balance of nature and heed the will of their goddess, the Earth Mother. Recently attacked by murderous centaur, the tauren would have been wiped out, save for a chance encounter with the orcs, who helped defeat the interlopers. To honor this blood-debt, the tauren joined the Horde, solidifying the two races' friendship.
The Alpha character creation screen lists the following racial for the tauren:
Plainsrunning was an ability tauren had in place of a mount. Upon running for 10 seconds, plainsrunning would kick in and eventually the player would reach the speed of a regular mount. This was a very bad idea, and was eventually scrapped before the game's release.
|The savage, superstitious jungle trolls of the Darkspear tribe once inhabited the jungles of Stranglethorn Vale. Pushed out by warring factions, the Darkspear tribe eventually befriended the orcish Horde. The orcs' young Warchief, Thrall, convinced the Darkspear trolls to travel with him to Kalimdor and forge a new destiny for their tribe. Though they still cling to their shadowy heritage, the Darkspear trolls hold a place of honor in the Horde.
|Once at home in the jungles of Stranglethorn Vale, the fierce trolls of the Darkspear tribe were pushed out by warring factions. Eventually the trolls befriended the orcish Horde, and Thrall, the orcs' young warchief, convinced the trolls to travel with him to Kalimdor. Though they cling to their shadowy heritage, the Darkspear trolls hold a place of honor in the Horde.
The Alpha character creation screen does not list racials for the troll.
In addition, trolls are not able to become a mage in the alpha.
|Humans are a young, yet highly versatile race - able to master the arts of combat, craftsmanship and magic with stunning efficiency. In the past, the humans' courage and unwavering optimism led them to build some of the world's greatest kingdoms. But now, after generations of war and loss, humanity seeks to rekindle its former glory and forge a new future for its heirs.
|Humans are a young race, and thus highly versatile, mastering the arts of combat, craftsmanship, and magic with stunning efficiency. The humans' valor and optimism have led them to build some of the world's greatest kingdoms. In this troubled era, after generations of conflict, humanity seeks to rekindle its former glory and forge a shining new future.
The Alpha character creation screen lists the following racial for the human:
- Bonus skill points
This racial trait never made it into the final game, and it's unknown whether it means talent points, or skill points for a profession.
|For countless ages the stoic dwarves thought only of mining riches from the deeps of the world. But recently, they discovered records that speak of their god-like creators - and the dormant powers of their enchanted birthright. Energized by their findings, the dwarves have shifted their kingdom's resources from mining - to the pursuit of archaeology. The dwarves now roam the far corners of the world seeking lost artifacts and ancient knowledge.
|In ages past the dwarves cared only for riches taken from the earth's depths. Then records surfaced of a god-like race said to have given the dwarves life... and an enchanted birthright. Driven to learn more, the dwarves devoted themselves to the pursuit of lost artifacts and ancient knowledge. Today dwarven archaeologists are scattered throughout the globe.
The Alpha character creation screen lists the following racials for the dwarf:
- Treasure finding
- Natural miners
- Resistant to cold magic
While treasure finding and bonus frost resistance made it into the final game, being a natural miner (most likely meaning a plus to the Mining profession) was never given to the dwarves. Treasure finding was later axed in Cataclysm, but dwarves still have a Frost Resistance racial.
In addition, dwarves were allowed to be magi in the alpha, but not at release. Thankfully, the Cataclysm expansion would later let dwarves study the art of the arcane and properly become a mage.
|The nocturnal night elves founded a vast, magical empire ten thousand years ago. But their reckless use of primal magic brought only ruin to the ancient world. Scarred by their failure, they remained isolated in their dark forests ever since. However, the recent invasion of the demonic Burning Legion brought the night elves out of their seclusion - and forced them to fight for their place in the new world.
|Ten thousand years ago, the night elves founded a vast empire, but their reckless use of primal magic brought them to ruin. In grief, they withdrew to the forests and remained isolated there until the return of their ancient enemy, the Burning Legion. With no other choice, the night elves emerged at last from their seclusion to fight for their place in the new world.
The Alpha character creation screen lists the following racials for the night elf:
- Resistant to nature magic
Both of these racials are still available to night elves.
|Though short in stature, the gnomes of Khaz Modan have always used their intellects and raw creativity to etch out their place in history. Their subterranean kingdom of Gnomeregan was once a marvel of steam-driven technology and science. However, with the recent trogg invasion of the mountain realm - their homeland was lost. The gnomes now roam as vagabonds in the dwarven lands - seeking to aid their Alliance allies as best they can.
|Though small in stature, the gnomes of Khaz Modan have used their great intellect to secure a place in history. Indeed, their subterranean kingdom, Gnomeregan, was once a marvel of steam-driven technology. Even so, due to a massive trogg invasion, the city was lost. Now its builders are vagabonds in the dwarven lands, aiding their allies as best they can.
The Alpha character creation screen does not list racials for the gnome.
|Warriors are hardy individuals who strive for perfection in the skills of armed combat. They come from all walks of life, from every nation of the world are united by their singular commitment to engage in glorious battle. Many warriors serve as mercenary soldiers, while others have become adventurers and danger-seeking fortune hunters. Warriors are typically strong, tough and exceptionally violent.
|Warriors train constantly and strive for perfection in armed combat. Though they come from all walks of life, they are united in their singular commitment to engage in glorious battle. Many warriors serve as mercenary soldiers, while others become adventurers and danger-seeking fortune hunters. A typical warrior is strong, tough, and exceptionally violent.
|Rogues are mysterious individuals who employ both stealth and minor mysticism in their deadly fighting techniques. Usually employed by rich nobles or local governments, rogues are called upon to murder their targets using the utmost secrecy and finesse. Fond of poisons, small blades and silent projectile weapons, rogues are considered to be some of the shiftiest, deadliest people alive.
|Rogues are most successful when their deeds never come to light. Fond of Poisons and silent projectile wepons, Rogues rely on a blend of Stealth and minor Mysticism. Usually in the employ of rich nobles or local governments, the Rogue redistributes wealth or eliminates designated targets. A Rogues allegiance lasts only as long as the latest contract.
|Hunters are savage warriors who dwell within the wild, uncharted places of the world. Sharing a common empathy with animals and the spirits of nature, Hunters work to keep the wildlands safe from the corrupting advancement of civilization and industrialization. Hunters are master trackers and can follow any scent or trail within the wilds. Hunters possess many wondrous skills that help them to harm, incapacitate and generally hound any unwelcome visitors to their land. Hunters have the unique ability to befriend wild creatures and tame them as pets. The loyalty of and devotion of these feral beasts is beyond measure.
|Hunters know the uncharted places of the world. Gifted with a deep empathy for all life, they have an uncanny knack for befriending wild animals and taming them as pets. In addition, hunters can use their finely honed senses to become master trackers. Wherever hunters go, they fight back the ravages of sickness, exploitation, and industrialization.
|After the lands of Lordaeron were corrupted by the undead Scourge, the surviving clerics escaped to Stormwind and attempted to salvage their holy order: combining their forces with those of the clerics of Northshire, the weathered healers founded a new priesthood to guide their people in trouble times. Obsessed with the notion that evil lurked within every mortal creature they set forth to purge men's' souls of corruption and darkness. Using strong mind powers and potent fear effects, these new priests were able to reestablish a strong hold over humanity's spiritual destiny. Though they are still able to heal wounds and cure the sick, priests are much more interested in dominating the weak and wretched in order to save them from themselves.
|Priests guide the spiritual destiny of their people. Through their unique insight into the mind, they are able to shape an individual's beliefs, whether to inspire or terrify, soothe or dominate, heal or harm. Just as the heart can hold both darkness and light, priests wield powers of creation and devastation by channeling the potent forces underlying faith.
|Shamans are tribal priests who commune with the spirits of the elements themselves. Hardy and strong, Shamans serve as leaders and advisors for their people. Able to call down thunderous storms, or rouse the volcanic fury of the earth itself, Shamans exemplify the powerful bond between the savage races and the elemental forces of nature. Shamans are also capable of empowering their brethren to reach untold heights of rage and power in battle.
|Shaman commune directly with the elements. Their combination of wisdom and resilience makes them ideal as tribal advisors and leaders. In battle the shaman uses totems and spells to manipulate the elements and provoke other fighters into untold heights of rage and might. Shamans exemplify the primal bond between the savage races and their environment.
|Paladins are holy warriors who strive to protect the noble races of the world from the sinister forces of the shadow. They are powerful warriors in their own right, and are also imbued with the holy Light that gives them the power to heal wounds, create shields of force and burn the very souls of evil creatures. Traditionally, only humans were allowed to become Paladins. Yet, in recent years, a number of dwarves were indicted into the holy Order of the Silver Hand. Now the Paladins represent the single most powerful force for freedom and justice in the war-torn world.
|Paladins do battle to protect the world from the forces of shadow. Powerful warriors in their own right, they can also call upon the Light to heal wounds, create shields of force, and incinerate evil creatures. Although paladins were once exclusively human, a number of stout-hearted dwarves have recently been welcomed into the Order of the Silver Hand.
|Magi are wizards of immense power who call upon the chaotic energies of the Twisting Nether to strike at their enemies and empower themselves with exceptional abilities. Their skill in the use of magic is unparalleled and they are feared and respected equally by all who appreciate the severity of the powers they wield. Magi rarely engage in melee combat. Instead, they prefer to summon enchanted creatures to fight in their stead, or hurl devastating energies to batter their foes.
|Magi are wizards of immense knowledge and skill. Their obvious physical frailty is deceptive, for they can call upon the cosmic energies of the Twisting Nether. Rarely do magi engage in melee combat. Instead, they prefer to attack from a distance, hurling powerful bolts of frost and flame at their unsuspecting enemies.
|Warlocks are the bane of all life. These vile, nefarious beings exist to drain the life-energies of all creatures and things in order to replenish the terrible energies that they use to devastate and corrupt the world around them. Empowered by demonic blood, Warlocks are feared above all mortal creatures for their singular wickedness and cruelty. Not only are they adept at unleashing apocalyptic energies, but can summon horrible demonic entities to strike at and terrorize their foes.
|Warlocks are the bane of all life. Empowered by demonic blood, they can inflict great torment upon their foes. To replenish the dreadful energy their spells expend, warlocks drain vitality from their victims. The warlock can also summon and control terrifying demonic entities. Still, warlocks are feared above all else for their singular wickedness and cruelty.
|The reclusive druids are some of the most mysterious creatures in Azeroth. Bound to nature and the spirits of the plant and animal kingdoms, they are able to call upon the spirits to protect their ancient homelands from harm. Druids are also natural shapeshifters. They can assume the forms of sabercats, birds, bears and even mighty ancients. These powerful individuals have safeguarded the lands of Kalimdor for many millennia and few scholars have ever plumbed the depths of their shadowy secrets.
|Druids live in a state of unparalleled union with nature. Tightly bound to the plant and animal kingdoms, they are natural shapeshifters, and so they know firsthand the abuse visited on their wild brethren. In consequence, despite their numbers, druids tend to be wary, reclusive, and difficult to spot. Few outsiders have plumbed the depths of their secrets.
More UI elements.
The button for talents is completely different.
The face of World of Warcraft's (former) lead producer Shahram Dabiri. According to the Making of World of Warcraft DVD that came with the collector's edition, it was used for testing.
|Alpha to Wrath of the Lich King
The face of Samwise Didier, the art director at Blizzard Entertainment. It was used for spells and items that did not have a designated icon. It was changed following the Wrath of the Lich King expansion into a question mark.
The POI icons were given some touching up before release.
The quest log, when empty, had text removed from it.
This is found in the UI_RS_Scourge folder under interface. The UI_RS models are not exclusive to this build, but this early skin for the Forsaken female was replaced with a normal Forsaken female in retail.The UI_RS models are early models used for a cut login screen.
This early map for Flightpaths depicts the Eastern Kingdoms map from 2002, complete with Zul'Aman and the Dragon Isles alongside a smaller Eastern Plaguelands, and Stormwind Harbor.
This is a leftover in the Alpha that depicts an Early Character Selection UI. All the models and graphics for this UI element are long gone except for the UI_RS models. While not identical, it bears great resemblance to the early Character Selection UI that we saw the UI_RS models in at the Blizzcon Anniversary Gallery. It calls for a missing model not in this build "Interface\Glues\Models\UI_RaceSelection\UI_RaceSelection.mdx"