The spell called "spiritual projection" or "astral projection" brings the caster to the Twisting Nether instead of the Shadowlands;[64] and the Twisting Nether is also referred as "realm of ghosts".[65] However, both planes don't appear to be related, as Outland is floating on the Twisting Nether,[64] but the Shadowlands can be reached in Outland in The Burning Crusade.
Blizzard said last week that Torghast was inspired by roguelikes — games like Hades and Dead Cells, where each failed run rewards you with knowledge and skill that aid in your next attempt. Unlike a traditional World of Warcraft dungeon, Torghast has fixed levels with procedurally generated enemy spawns. The floors start simple, and eventually evolve into elaborate wings with traps, locked doors, and puzzles.
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.
That might seem odd or negative to those who aren't currently playing WoW, but it's actually something a great number of today's WoW players have been asking for. As the levels rose in this 15-year-old game that frankly wasn't designed with a 15-year plan in mind, Blizzard encountered all sorts of frustrating game design problems that players have been cranky about, too. The WoW team has already crunched player stats like health and mana down on multiple occasions as a way to postpone fully solving the problem, so this is the culmination of something that has been underway for a few years now.
This section contains information that needs to be cleaned up. Reason: The death knight realm has already been confirmed to be the Shadowlands. Sylvanas committing suicide from ICC in EoN has already been connected to the Shadowlands. Reword still unclear things, move confirmed things to the main section of the page or remove them entirely if they are already incorporated there.
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.
Unlike World of Warcraft’s other endgame dungeon activity, Mythic+ dungeons, Torghast is not timed. Instead, you have a limited number of lives before your run comes to an end. Once you’ve died a certain number of times, a giant, unkillable boss called the Tarragrue will spawn at the entrance to your current floor, and will slowly lumber toward the exit. If the Tarragrue spots you, it’ll chase you down and kill you in a single strike. But if you can reach the end of the current floor before the Tarragrue does, you’ll escape to the next floor.
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.
This section contains information that needs to be cleaned up. Reason: The death knight realm has already been confirmed to be the Shadowlands. Sylvanas committing suicide from ICC in EoN has already been connected to the Shadowlands. Reword still unclear things, move confirmed things to the main section of the page or remove them entirely if they are already incorporated there.
Since this was an early questing experience and not an endgame one, I didn't get much sense of how Covenants—Shadowlands' new Order Hall, Garrison, or War Campaign-like systems—work. Neither did I have much time to dive into the story, though I saw enough to know that, if you like the flavor of the recent WoW expansions, you'll probably like this one, too. (I, for one, am glad we're going to get a brief respite from the Alliance vs. Horde war storyline.)
That might seem odd or negative to those who aren't currently playing WoW, but it's actually something a great number of today's WoW players have been asking for. As the levels rose in this 15-year-old game that frankly wasn't designed with a 15-year plan in mind, Blizzard encountered all sorts of frustrating game design problems that players have been cranky about, too. The WoW team has already crunched player stats like health and mana down on multiple occasions as a way to postpone fully solving the problem, so this is the culmination of something that has been underway for a few years now.
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.

During the Burning Legion's third invasion, the Knights of the Ebon Blade traveled to the Shadowlands to acquire the Aggregates of Anguish, five tormented essences of powerful souls - Admiral Proudmoore, Soulbinder Nyami, Grand Empress Shek'zeer, Grand Apothecary Putress and Archmage Arugal. Salanaar required these to conjure the Steeds of the Damned for the order's new Horsemen.[32]
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