A new army of the dead rises: to combat Sylvanas' assault on Icecrown, Bolvar Fordragon— the revered former paladin who took on the mantle of Lich King to keep the Scourge at bay—has raised heroes from among all the peoples of Azeroth to bolster the Death Knights of Acherus. With Shadowlands, pandaren and all allied races will now be able to become death knights.
The Shadowlands can be seen as a shadowy version of the physical world, and can be routinely visited as a spirit when player characters die. Governed by the Covenants, the four ruling realms of the Shadowlands are Bastion, Ardenweald, Revendreth and Maldraxxus (although countless others exist), which serve as the main setting of World of Warcraft's eighth expansion.[5]
Keep raising the level cap but crunching how much experience is required per level as you do. This is the approach WoW has historically taken. But as this happens, levels start to seem meaningless. You gain them ultra-quickly, and only a smattering of them actually introduce new abilities or other perks. It also means that you blast through the leveling content at such a pace that you never finish individual zone stories; you only finish a small portion of an area before you have outleveled it and are ready to move on.
But it gets even more interesting when you look at how it will work for alts (second or later characters made by existing players). New characters made by existing players will have the option of leveling up the old way in all the same old zones from the start. But they will also be able to go through the new-player starting experience if that's what players prefer.
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Further, once the new character has completed the starting zone, the player can then choose to level up to 50 in any previous expansion of their choice—vanilla/classic, The Burning Crusade, Wrath of the Lich King, Cataclysm, Mists of Pandaria, Warlords of Draenor, or Legion. The expansion's content will scale perfectly with the character level, and each is tuned so that reaching level 50 involves playing through the content at a similar pace to a similar level of completion as those expansions offered when they were current content.

Let's be clear where I'm coming from, here: I've been playing World of Warcraft almost continuously for 15 years. (I lapsed for a big chunk of the Wrath of the Lich King era for IRL reasons.) While I understand the appeal of WoW Classic, I am very much a proponent of modern WoW; the game has evolved over time to be more accessible for me to play just a couple of hours a week, as real life now dictates. But I tend to play solo or just with one or two friends on a sporadic basis, which means I'm looking for something very different than the hardcore raiding or PvP crowd.

After rumors about this possibility for the last several expansions, Blizzard has finally followed through on a level crunch. Whereas characters in the current Battle for Azeroth expansion cap out at level 120, the cap in Shadowlands will be 60—just as it was when the game first launched and just as it is in World of Warcraft Classic. Level-120 characters will be scaled down to level 50 when Shadowlands launches.


Keep raising the level cap with no changes to the leveling experience up to that point. This leads to ever-lengthening leveling ramps that make it extremely difficult for new players to get to current content. That's because each expansion adds another several dozen hours to how long it takes to get from the start to being able to play with friends in the endgame. (Final Fantasy XIV has this problem to some degree, even though it's nowhere near as old as WoW.)

Furthermore, upon the Lich King's death he even spoke of "Seeing only darkness before him" while Sylvanas Windrunner said the same in Silverpine Forest after being risen from the dead by the Val'kyr. This may hint that because undead, death knights, and necromancers are connected to the Realm of Shadows when they die (again) they actually become apart of the Realm of Shadows and are forced to wanders in its dark mists for the rest of eternity. If this is so, then it can also be implied that when a death knight is given his/her own personal runeblade, the runeblade is actually used to bind the individual to the Realm of Shadows in mind and body, making it impossible to ever be rid of the death knight curse. In Howling Fjord, players are even able to witness the Lich King himself standing within the Realm of Shadows with two Val'kyr. The idea that necromantic magic and death knight runes drawing power from the Realm of Shadows itself is not yet proven, but it is heavily supported by in-game quests and lore.


Samuel Axon Based in Chicago, Samuel is the Senior Reviews Editor at Ars Technica, where he covers Apple products, displays, hardware and software for developers and creative professionals, and more. He is a reformed media executive who has been writing about technology for 10 years at Ars Technica, Engadget, Mashable, PC World, and many others. He is also a hobbyist iOS and indie game developer.
The Realm of Shadows may be the same World of Shadows as the one that becomes visible when a [Elixir of Shadows] is consumed. It may also have something to do with shadow magic and shades. Death knights, necromancers, and undead as a whole share a strong connection with the Realm of Shadows from many hints that can be seen in-game. In the death knight starting zone, death knights are given the task to enter the Realm of Shadows in order to gain their Deathcharger. Later on, death knights are eventually able to learn the ability [Raise Ally] which pulls their ally's spirit back from the Realm of the Dead and forces it back into their body. Upon doing so, a buff is applied to the player stating that: "A touch of the spirit realm still lingers..." This shows that death knights and necromancers both have a connection to the Realm of the Shadows/Dead to perform necromancy which furthers the idea that they actually are drawing their magical power from it.
Beings of death are ancient and powerful, and it is dangerous to meddle in their realm. When Odyn peered into the Shadowlands, he saw some of its inhabitants: souls in torment, the husks of the dead, ghostly wraiths with no face, and others with no form, all made of death itself. This was enough to frighten even him.[39] Several races in the Shadowlands, such as the kyrian of Bastion, are souls of deceased mortals who have been transformed to serve a new purpose. If one of these former mortals is killed in the Shadowlands, they die permanently. Other creatures—such as dredgers and stewards—are endemic to the Shadowlands and are naturally born from the magic of death to serve the different realms and help facilitate the process of the afterlife. If one such creature of death is killed, their energy is recycled back into the Shadowlands, and eventually another member of the same race will manifest to take the place of the one that was killed.[40][41]
It's hard to get a sense of an entire World of Warcraft expansion from 30 minutes of play. In my short demo, I recreated my main (a Beast Mastery Hunter) and played through the introductory quests from the Bastion zone, a heaven-like plane from Azeroth's afterlife. The minute-to-minute gameplay very much followed the formula of modern WoW questing, with a variety of tasks like challenging specific enemies to duels, helping craft things in timed minigames, and of course, killing 10 rats (well, not rats, but they might as well be).
The Realm of Shadows may be the same World of Shadows as the one that becomes visible when a [Elixir of Shadows] is consumed. It may also have something to do with shadow magic and shades. Death knights, necromancers, and undead as a whole share a strong connection with the Realm of Shadows from many hints that can be seen in-game. In the death knight starting zone, death knights are given the task to enter the Realm of Shadows in order to gain their Deathcharger. Later on, death knights are eventually able to learn the ability [Raise Ally] which pulls their ally's spirit back from the Realm of the Dead and forces it back into their body. Upon doing so, a buff is applied to the player stating that: "A touch of the spirit realm still lingers..." This shows that death knights and necromancers both have a connection to the Realm of the Shadows/Dead to perform necromancy which furthers the idea that they actually are drawing their magical power from it.

Shadowy Tormentors inhabit this dimension, and emerge from it to torment death knights such as Koltira Deathweaver. The Lich King originally kept them at bay, but after the Knights of the Ebon Blade left his service, the tormentors are now loose upon them. He even appears in the World of the Dead, as he calls it, riding a frost wyrm during  [73] The Power to Destroy.
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