
Once you've cleared all the available floors in each wing for a given week, you can't get any more benefit from doing them again. There's a bit of a missed opportunity here though, too, because Torghast actually isn't infinitely repeatable. Torghast rewards you with Soul Ash, which is used to craft new personalized legendary items that, even at their lowest tier, are more powerful than mythic dungeon gear, so it feels worth your time. Each wing has different modifiers, and two out of the six are open every week, so you won't be facing the same challenges over and over. Of course, you can only use these in Torghast, and they reset after every run. My favorite caused the damage of my next Steady Shot to increase by a lot every time I broke open a pot, which meant if I could avoid wasting the buff until the final boss, it was very possible to slice off half of its health bar with my weakest attack. These are mostly specific to your class and can make you hilariously overpowered in some creative ways. You accumulate randomized powers from anima caches, like you might blessings in Hades. The star of the Shadowlands endgame is definitely Torghast though, a semi-randomized roguelike mega-dungeon that can be tackled solo or with a group. On top of that, you'll get access to the covenant's Sanctum, which can be upgraded over time with things like special shortcuts around the zone only members can use, or the ability to summon secret world bosses that drop rare loot. Each has a strong personality and cool set of new abilities, with one being for all covenant members and another specific to your class. The Kyrian of Bastion seek to purify themselves to earn their angelic wings and become the couriers who bring souls to the Shadowlands from the mortal plane. Alongside Revendreth and Ardenweald, Maldraxxus is the abode of dead warriors, where zombies and abominations with festering wounds and pointy armor (even for WoW) do battle eternally and revel in plagues and fleshcraft.

It all starts with picking a Covenant – one of the four main factions of the Shadowlands – a choice independent of whether you're part of the Horde or Alliance. Endgame activities have never been this diverse and interesting. But Shadowlands is the first expansion that has made me want to believe the company line in a while. Blizzard has long tried to sell us on the idea that the real game starts when you hit max level, and frankly, I've never bought into that: I generally lose interest and take a hiatus after I've level capped a few characters and run through all the dungeons a few times. When the story ends, though, is where Shadowlands sets itself a step above previous expansions. The wicked enemies and buildings are still in line with the Lich King’s sense of style, though, reminding us that we’re seeing the realm from which his power originated.

Everything from the foreboding music to the sickly orange color palette feel as oppressive as Icecrown while completely departing from its icy, blue and black look.


This is basically Warcraft’s version of Hell, where the most wicked souls go to suffer eternally. Our introduction to this new world is a bit light on whimsy, though, since we’re dumped pretty much immediately into The Maw. And the plight of your new fae allies takes some very affecting turns that go above and beyond WoW's typically pretty limited emotional range. But the surprise guests from the existing lore are unexpected and very well presented, with a big build-up to a satisfying reveal. Stalwart allies Niya and Korayn both endeared themselves to me almost immediately in their desire to try and do what's best even in a messy, heartbreaking situation. Most of the characters are refreshingly new faces, and I found them intensely charming and memorable. Ardenweald also gives us one of the best zone stories WoW has ever put together.
