Shadowlands: A Look at Covenant Class and Signature Abilities *UPDATED 5/13
*Updated 5/13/2020- Updates shown in gold.
Four ruling powers control the Shadowlands, each of which is in desperate need of aid from the heroes of Azeroth. In exchange for your help, the Covenants are willing to share a piece of their power and access to the rewards and other blessings, boons, or temptations they have to offer.
As you level up on your initial journey through each of their domains, you’ll get to experience the abilities they have to offer firsthand—before you ultimately choose the Covenant you wish to dedicate yourself to.
- Kyrians: The denizens of Bastion, these angelic beings embrace humility and service to their order.
- Necrolords: Comprised of liches, warlords, and spies, the Necrolord Covenant calls Maldraxxus home. They make up the army that defends the Shadowlands.
- Night Fae: Guardians of nature, the Night Fae inhabit Ardenweald and shepherd beings through the cycle of life and death. It was through their aid that the demigod Cenarius was able to make his return to Azeroth during the events of the Cataclysm.
- Venthyr: Making their home in Revendreth, the vampiric Venthyr are the punishers of the unworthy, seeking to rehabilitate the sinful souls sent to them by the Arbiter.
When the time comes to ally with one of these four, you’ll want to carefully consider the abilities the Covenant will provide you. Each provides two abilities tailored to the theme of the Covenant. The first of these is the Covenant’s signature ability, which is available to all Covenant members regardless of class, race, or specialization. This ability helps you explore and engage with the world in new ways, and gives you a unique tool to help solve the problems you encounter in the Shadowlands. The second of these abilities is specific to your class, and gives you a new spell or power to use in combat.
To give you an idea of what to expect, we’ve put together a list with the Covenant signature abilities and class abilities. Please keep in mind that these are a work in progress and may have additional changes during the course of development and testing, so all abilities shown here are subject to change.
Covenant Signature Abilities
Covenant |
Signature Ability |
Kyrian |
Summon Steward |
Venthyr |
Door of Shadows |
Necrolord |
Fleshcraft |
Night Fae |
Soulshape |
Aligning with a specific Covenant provides access to class abilities that provide additional combat-oriented gameplay options that are tailored to the theme of that Covenant. Every Covenant offers an ability for each class, but note that some Covenant class abilities are still in development and are not currently represented in the chart.
Covenant Class Abilities
Kyrian |
Venthyr |
Necrolord |
Night Fae |
|
---|---|---|---|---|
Death Knight |
Shackle the Unworthy Admonish your target for their past transgressions, reducing the damage they deal to you and dealing Arcane damage over time. |
Swarming Mist A heavy mist surrounds you, increasing your chance to dodge. |
Abomination Limb Sprout an additional limb for a limited time, dealing Shadow damage to nearby enemies. If an enemy is farther away from you, they are pulled to your location. |
Death’s Due Corrupts the targeted ground, causing Shadow damage over a duration of time to targets within the area. |
Demon Hunter |
Elysian Decree Carve runes into the ground in front of you, which detonate to deal Arcane damage and shatter Lesser Soul Fragments from enemies. |
Sinful Brand Brand an enemy with the mark of the Venthyr, reducing their melee and casting speeds and inflicting Shadow damage over time. Activating Metamorphosis applies Sinful Brand to all nearby enemies. |
Fodder to the Flame Commission a duel to the death against a Condemned Demon from the Theater of Pain. Vanquishing your foe releases its demon soul and creates a pool of demon blood. Fighting within the pool increases your attack speed by 20% and reduces the damage that enemies deal to you by 10%. Fleshcraft treats the Condemned Demon as a powerful enemy. |
The Hunt Charge to an enemy, inflicting Nature damage and rooting them. The target is marked for a period of time, increasing your Fury from Demon's Bite and Shear against them. You may reactivate The Hunt every 30 seconds to teleport behind the marked target and ignoring line of sight. |
Druid |
Kindred Spirits |
Ravenous Frenzy For a period of time, Druid spells you cast increase your damage, healing, and haste by a percentage, stacking. If you spend a period of time idle, the Frenzy overcomes you, consuming a percentage of your health per stack, stunning you, and then ending. |
Adaptive Swarm Command a swarm that heals or deals Shadow damage to a target and increases the effectiveness of your periodic effects on them. Upon expiration, travels to a new target within range, alternating between friend and foe up to a set number of times. |
Convoke the Spirits Call upon the Night Fae for an eruption of energy, channeling a rapid flurry of 16 Druid spells and abilities over 4 seconds. You will cast Moonfire, Wrath, Regrowth, Rejuvenation, Thrash, Rake, Shred, and Ironfur on appropriate nearby targets, favoring your current specialization. |
Hunter |
Resonating Arrow Fire a resonating arrow to the target location and fill the area with echoing anima. The effect causes your attacks to ignore line of sight to enemies in the area, and you have an increased critical strike chance against them. |
Flayed Shot Fire a shot at your enemy, causing them to bleed Shadow damage over a period of time. Each time Flayed Shot deals damage, you have a chance to gain Flayer's Mark, causing your next Kill Shot to be usable on any target, regardless of their current health. |
Death Chakram Throw a deadly chakram at your current target which will rapidly deal additional Shadow damage. Each time the chakram damages a different target, its damage is increased, and you generate additional Focus. |
Wild Spirits Summon a Wild Spirit at the target location which applies Wild Mark to all enemy targets below it for 15 seconds. While the Wild Spirit is active, each ability you use against a target affected by the Wild Mark calls for a spirit beast to strike your target for Nature damage. |
Mage |
Radiant Spark Conjure a radiant spark that causes Arcane damage instantly and additional damage over time. The target takes a percentage of increased damage from your direct damage spells, stacking each time they are struck. This effect ends after a number of spells. |
Mirrors of Torment Conjure mirrors to torment the enemy for a time. Whenever the target casts a spell or ability, a mirror is consumed to inflict Shadow damage and their movement and cast speed are slowed. |
Deathborne Transform into a powerful Skeletal Mage for a period of time. While in the form of a Skeletal Mage, your Frostbolt, Fireball, and Arcane Blast are greatly enhanced, and your spell damage is increased. |
Shifting Power Draw from the ground beneath you for a period of time, dealing Nature damage over time to nearby enemies. While channeling, your ability cooldowns are reduced. |
Monk |
Weapons of Order For a short duration, your Mastery is increased by a percentage. In addition: Windwalkers’ Rising Sun Kick cooldown is reset instantly, and your Rising Sun Kick reduces the cost of your Chi abilities. Brewmasters’ Keg Smash cooldown is reset, and enemies hit by Keg Smash take increased damage from you (stacks up to a set amount). Mistweavers’ Essence Font cooldown is reset instantly and heals nearby allies on channel start and end. |
Fallen Order Opens a mirror for 24 seconds summoning reflections of your order’s Fallen Ox, Crane, and Tiger adepts every 1 second for 6 seconds. Adepts associated with your specialization will fight for a longer duration and cast additional abilities. |
Bonedust Brew Hurl a brew created from the bones of your enemies at the ground, coating all targets struck for 10 seconds. Your abilities have an additional 15% chance to affect the target a second time with 25% effectiveness as either Shadow damage or healing.
|
Faeline Stomp Strike the ground fiercely to expose a faeline for 30 seconds, dealing Nature damage and taking an action based on your specialization. Your abilities have a 10% chance of resetting the cooldown of Faeline Stomp while fighting on a faeline.
|
Paladin |
Divine Toll Instantly cast Holy Shock, Avenger's Shield, or Judgment on several targets within range (based on your current specialization). |
Ashen Hallow Hallow the target area, dealing Shadow damage split among enemies and restoring health split among injured allies over time. The land remains filled with anima, causing additional Shadow damage to all enemies. You gain the benefits of Consecration while within the area. |
Vanquisher’s Hammer Throw a hammer at your target, dealing Shadow damage and empowering your next Word of Glory or Templar’s Verdict:
|
Blessing of the Seasons Bless your party members with the aspect of one of the seasons, lasting 1 minute or until you advance to the next season. 15 second cooldown.
|
Priest |
Boon of the Ascended |
Mindgames Assault an enemy's mind, dealing Shadow damage and briefly reversing their perception of reality. For a period of time, the next damage they deal will heal their target, and the next healing they do will damage their target. |
Unholy Nova An explosion of dark energy heals nearby allies and infects nearby enemies with Unholy Transfusion. Unholy Transfusion deals Shadow damage over time. Enemies who damage this target receive healing. |
Fae Blessings Surround yourself with helpful sprites, causing your next 10 spell casts to aid your target depending on your chosen spell.
|
Rogue |
Echoing Reprimand Deal Arcane damage to an enemy, extracting their anima to Animacharge a combo point. Damaging finishing moves that consume the same number of your combo points as your Animacharge deal damage as if they consume 7 combo points. |
Slaughter Slaughter the target, causing Physical damage. The target's anima mixes with your lethal poison, coating your weapons for the next 5 minutes. |
Serrated Bone Spike Embed a bone spike in the target, dealing Physical damage over time until they die. Attacking with Serrated Bone Spike causes all of your active bone spikes to fracture and strike your current target, increasing initial damage by a percentage per spike. |
Sepsis Infect the target’s blood, dealing Nature damage over 10 seconds. If the target survives its full duration, they suffer additional damage and you Vanish from sight. Cooldown reduced by 60 seconds if Sepsis does not last its full duration. |
Shaman |
Vesper Totem Summon a totem at the target location for 30 seconds. Your next 3 damage spells or abilities will cause the totem to radiate Arcane damage to enemies near the totem and your next 3 healing spells will heal up to 6 allies near the totem. Casting this ability again while the totem is active will relocate the totem. |
Chain Harvest Send a wave of anima at the target, which then jumps to additional nearby targets. Deals Shadow damage to enemies and restores health to allies. For each target critically struck, the cooldown of Chain Harvest is reduced. |
Primordial Wave Blast your target with a Primordial Wave, healing an ally or dealing Shadow damage and applying Flame Shock to an enemy.
|
Fae Transfusion Transfers the life force of up to 8 enemies in the targeted area, dealing Nature damage every 0.5 sec for 3 seconds. Pressing Fae Transfusion again within 20 seconds will release 25% of all damage from Fae Transfusion, healing up to 8 allies near yourself. |
Warlock |
Scouring Tithe Deal Arcane damage instantly and additional Arcane damage over time. If the enemy dies while affected by Scouring Tithe, you generate additional Soul Shards. If they survive, Scouring Tithe's cooldown is refreshed. |
Impending Catastrophe Call forth a cloud of chaotic anima that travels to the target enemy, dealing Shadow damage to enemies within their path. When the anima reaches the target it explodes, inflicting a random Curse and dealing Shadow damage to all nearby enemies. |
Decimating Bolt Hurl a bolt of shadow magic at your target, dealing Shadow damage and increasing the damage of your next Incinerates, Drain Souls, or Shadow Bolts. |
Soul Rot Expend some of your health to wither away all life force from your current target and up to 3 additional targets nearby, causing them to suffer Nature damage over 8 seconds. Additionally, casting Drain Life will also hit any enemy affected by your Soul Rot. |
Warrior |
Spear of Bastion Throw a Kyrian spear at the target location, dealing Arcane damage instantly, dealing additional damage over time, and generating Rage. Enemies hit are tethered to Spear of Bastion's location for the duration. |
Condemn Condemn a foe to suffer for their sins, causing Shadow damage. Only usable on enemies who are above 80% health or below 20% health. The primary target is weakened, preventing a moderate amount of damage they would deal to you. If your foe survives, a portion of the Rage spent is refunded. |
Conqueror’s Banner Brandish the banner of the Necrolords, increasing your movement speed and causing Mortal Strike, Raging Blow, and Shield Slam to grant you Glory. Killing an enemy grants additional stacks of Glory. |
Ancient Aftershock Slams the ground with your weapon, releasing a shockwave dealing Nature damage and stunning up to 5 enemies for 1.5 seconds. Enemies struck take Nature damage every 2 seconds for 12 seconds and transfer it to you as 6 Rage. |
We look forward to sharing more information as development continues, and we hope this preview helps you find the Covenant that’s right for you.
Which Covenant is your current choice? Join the discussion on the forums.