These abilities, along with the new placement call outs in the data, suggest some aspect of the mission table will involve this new autobattle mode. However, we’ve yet to see any screenshots or how it manifests in-game. It’s possible this could be a scrapped idea left in the code and datamined by accident — something game director Ion Hazzikostas warned players about last week.
Claim a covenant's power: players will be called upon to forge a bond with one of four covenants that rule Shadowlands' new zones, setting the tone for their journey through the expansion with a full covenant campaign. As they level up, they'll get new abilities based on their choice, including class-specific abilities for each Covenant—as well as developing soulbinds with specific covenant members, which grant them access to that character's specific traits and bonuses.
The spell called "spiritual projection" or "astral projection" brings the caster to the Twisting Nether instead of the Shadowlands;[65] and the Twisting Nether is also referred as "realm of ghosts".[66] However, both planes don't appear to be related, as Outland is floating on the Twisting Nether,[65] but the Shadowlands can be reached in Outland in The Burning Crusade.
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.
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.
Certain playable races will receive new customization options (for example, humans will be able to customize their ethnicities, dwarves and trolls will gain tattoos, and undead will be able to show varying degrees of decay). The Death Knight class (added in Wrath of the Lich King) is being opened up to pandaren (added in Mists of Pandaria) and to all allied races (added in Legion and Battle for Azeroth); players who pre-ordered Shadowlands received access to death knights for these races with the release of Patch 8.3.0, Battle for Azeroth's last major content patch, on January 14, 2020.[7]
Sylvanas Windrunner, fallen leader of the Horde, has pierced the veil between Azeroth and the realm of the dead, setting in motion a series of events that threatens to upset the cosmic balance between life and death. World of Warcraft players entering the fabled Shadowlands will find the realms of the dead in upheaval. Under the normal order, departed souls were delivered to a realm appropriate to the lives they led, but now, all souls are being funneled into the Maw, where the most wicked are damned to suffer for eternity. As they seek to right the cycle and uncover the extent of Sylvanas' designs, players will forge bonds with the Covenants who hold domain over different planes within the Shadowlands.[4]

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.
The origins of the Shadowlands remain uncertain, but they have existed ever since mortal life first arose in the physical universe. They span all worlds,[citation needed]  including Azeroth, on which Icecrown serves as an anchor to the Shadowlands.[4] There are those who believe mortal souls are drawn into this dark place when they die, remaining there forever. Others hope their souls will go on to a brighter place rather than languish for eternity within the cold confines of the Shadowlands.[2]
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