By and large, your failures in Torghast are measured in deaths, not with a timer. Dying repeatedly alerts the Tarragrue, a lumbering iron-clad creature that will appear at the level’s entrance and slowly move toward its end. If he sees any heroes, he will chase down and kill them. If he reaches the end of the level or kills all the players in the level, your run ends and you are thrown out of Torghast.
As you climb the tower, you may discover a floor that contains a Legendary chest. Inside you’ll discover reagents to craft legendary items that can be taken to a mysterious rune sage who will help you build legendary items. You are in full control—you can choose which type of equipment you’ll make and what powers will go in them to make them truly your own. Blizzard started testing World of Warcraft: Shadowlands last week, and is slowly allowing players in to test new zones and features. While the “Adventures” mission table isn’t available on the test realm yet, we should see some version of it pop up in the next few months. Whether it actually turns out to be an autobattler or not remains to be seen.
The Torghast experience is in a true alpha state. It is not yet feature complete and many design decisions are still being made. Due to our desire to get pointed feedback on class-specific Anima Powers, we are only testing a few classes at this time. When it becomes available to play on the alpha, the following classes will be available for testing: Demon Hunter, Mage, Priest, and Warlock. We will keep you updated on when other classes are introduced.
The final destination of the spirits of the deceased remains a mystery to the priests and philosophers of Azeroth. However, as spells such as [Resurrection] can reunite a dead body with its spirit, and a majority of living creatures from the tauren to the troll shadow hunters claim they can communicate with and call upon the power of the spirits, a widely held belief is that the spirits of the dead remain on the Material Plane — in an immaterial state that can only be altered or contacted through the use of magic.
One thing that has always been remarkable to me in World of Warcraft is how it brings players together from all sides of life to meet with common goals. I've been playing the game for fifteen years, and have played with gamers with all sorts of accessibility needs. I distinctly remember raiding Serpentshrine Cavern back in the day with an amputee friend Paladin who healed an entire raid of 25-players using a mouse equipped with dozens of buttons. He also competed at a high level in World of Warcraft Arena, as well as any able-bodied player I've seen.
The Shadowlands are accessible upon death, where the player-character can roam, and can only be seen by other spirits. The Spirit of Tony Two-Tusk describes the Shadowlands as all grey and dark, swirling clouds. While Uuna was in the Shadowlands, she described it as dark and she was unable to see anything, though she could hear people interacting with her in the physical world. From within the Shadowlands, she could see the light of the naaru A'dal who was in the physical world, but it was so bright that it scared her. The moonlight at Lake Falathim allowed her to see a friend in the physical world.