Night FaeNight Fae Covenant
Night Fae sigil.png
Main leader IconSmall WinterQueen.gif Winter Queen
Secondary leaders Court of Night
IconSmall Vorkai Male.gifIconSmall Vorkai Female.gif Wild Hunt
Race(s) IconSmall Sylvar Male.gifIconSmall Sylvar Female.gif Sylvar
IconSmall Vorkai Male.gifIconSmall Vorkai Female.gif Vorkai
IconSmall Faerie.gif Faerie
IconSmall Tirnenn.gif Tirnenn
Character classes Hunter, Tracker, Trapper
Capital Heart of the Forest
Theater of operations Ardenweald, Shadowlands
Sub-group(s) Wild Hunt
Affiliation Independent, Pantheon of Death
Status Active

The mystic night fae of Ardenweald fiercely defend the spirits of nature from those who would deprive them of rebirth. They tend those who pass on with a deep connection to nature, retrieving anima from mortal souls and infusing it into slumbering spirits, rejuvenating their lives with the remnants of the old. They are led by the Winter Queen.[1]

The demigod Cenarius spent time recovering in Ardenweald so that he could return to Azeroth during the events of the Cataclysm. It is a beautiful, yet deceptively dangerous land.[2]

Joining the Night Fae makes you a hunter of the Wild Hunt, a champion of the Court of Night and protector of Ardenweald.[3]


Defenders of nature who uphold the cycle of rebirth.

If the Emerald Dream mirrors the spring and summer of life, then the star-hued plane of Ardenweald reflects life in its twilight.

Those who pass on with a deep connection to nature are tended here by the mystic night fae, who retrieve anima from mortal souls and infuse it into slumbering spirits, rejuvenating their lives with the remnants of the old.

Ardenweald has suffered more keenly from soul-drought than any other realm in the Shadowlands. For the first time in endless ages, the night fae's Winter Queen must choose which of the land's formerly lush groves—and which souls—will be fed the last precious drops of anima… and which will fade away forever.[4]

The night fae tend to fallen nature spirits who slumber within the tranquil forest. Those with a deep bond to nature may join their cause, ensuring that the rejuvenated spirits can one day rejoin the eternal cycle.[5]

Covenant's abilities

If you choose to join the Night Fae Covenant, you'll gain 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. The second of these abilities is specific to your class, and gives you a new spell or power to use in combat.

Signature Ability
Name Description
[Soulshape] Turn into a Vulpin, increasing movement speed. You may reactivate Soulshape to teleport a short distance forward.
Additional cosmetic forms can be earned and collected through a variety of gameplay.
While out in the world, this effect has a short duration before it wears off, but lasts indefinitely while in a rest area.
Class-specific Ability
Class Name Description
Death knight [Death's Due] Replaces Death and Decay. Corrupts the targeted ground, causing Shadow damage over a duration of time to targets within the area.
Affected enemies deal reduced damage to you (up to a maximum amount) and their power is transferred to you as an equal amount of Strength.
While you remain within the area, your [Necrotic Strike] and [Heart Strike] will hit additional targets. [Scourge Strike] and [Clawing Shadows] will hit all enemies near the target.
Demon hunter [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 [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 [Wild Spirits] Evoke the energy of the Wild Spirits at the target location, dealing Nature damage and applying [Hunter's Mark] to all enemy targets within the area for a period of time.
While the Wild Spirits is active, each damaging ability you and your pet use against a target in the area will strike up to 5 enemies for Nature damage.
Mage [Shifting Power]

Draw power from the ground beneath, dealing Nature damage over 4 sec to enemies within 18 yds. While channeling, your Mage ability cooldowns are reduced by 10 sec over 4 sec.

Monk [Faeline Stomp] Strike the ground fiercely to expose a faeline for 30 sec, dealing Nature damage to up to 5 enemies, and restores health to up to 5 allies within 30 yds caught in the faeline. While fighting in the faeline, each ability has a 6% chance of resetting the cooldown of Faeline Stomp.
For brewmaster, [Stagger] is 5% more effective for a short duration against enemies caught in the faeline. For Mistweaver up to 5 allies are healed by an [Essence Font] bolt if caught in the faeline. Lastly, for Windwalker additional damage is dealt to 5 enemies caught in the faeline.
Paladin [Blessing of the Seasons] A rotating cooldown ability that empowers a chosen ally with a significant buff for a moderate duration before rotating to the next season with a different buff. Each buff lasts 30s but the cooldown on Blessing of the Seasons is 45s.
Blessing of Spring, blesses an ally for 30 sec, increasing their healing done by 10% and healing received by 20% and turns to Summer after use.
Blessing of Summer blesses an ally for 30 sec, causing their attacks to have a 40% chance to deal 30% additional damage as Holy and turns to Autumn after use.
Blessing of Autumn blesses an ally for 30 sec, causing their cooldowns to recover 30% faster and turns to Winter after use.
Blessing of Winter blesses an ally for 30 sec. Their attacks deal Frost damage and reduce enemies' movement speed by 3% and attack speed by 2%, stacking 10 times and turns back to Spring after use.
Priest [Fae Guardians] Call forth three faerie guardians to attend your targets for 20 sec.
Wrathful Faerie: Direct attacks against the target restore 0.5% Mana or 3 Insanity. Follows your [Shadow Word: Pain].
Guardian Faerie: Reduces damage taken by 10%. Follows your [Power Word: Shield].
Benevolent Faerie: Increases the cooldown recovery rate of a major ability by 100%. Follows your [Flash Heal] and [Shadow Mend].
Rogue [Sepsis] Infect the target's blood, dealing (162.89% of Attack power) Nature damage over 10 sec. If the target survives its full duration, they suffer an additional (77.5667% of Attack power) damage and you gain 1 use of any Stealth ability for 5 sec.
Cooldown reduced by 30 sec if Sepsis does not last its full duration. Awards 1 combo point.
Shaman [Fae Transfusion] Transfer the life force of up to 4 enemies in the targeted area, dealing Nature damage evenly split to each enemy target over 3 sec. For Enhancement, fully channeling Fae Transfusion generates 3 stack of Maelstrom Weapon
Pressing Fae Transfusion again within 20 sec will release 40% of all damage from Fae Transfusion, healing up to 4 allies near yourself.
Warlock [Soul Rot] Wither away all life force of your current target and up to 3 additional targets nearby, causing your primary target to suffer Nature damage and secondary targets to suffer Nature damage over 8 sec. For the next 8 sec, casting Drain Life will cause you to also Drain Life from any enemy affected by your Soul Rot, and Drain Life will not consume any mana.
Warrior [Ancient Aftershock] Unleash a wave of anima, dealing Nature damage to up to 5 enemies and knocking them down for 1.5 sec. The ground will continue to expel anima, dealing Nature damage to up to 5 enemies and generating 16 Rage per enemy over 12 sec. Every 3 sec, targets are briefly knocked down.


Multiple NPCs sell items related to the Night Fae covenant and the associated factions, listed in the tables below.

Sanctum Upgrades

Transportation Network

Restore the mysterious Mushroom ring network that once brought all of Ardenweald together. Grants access to more travel options within the zone, and opens up new paths of discovery across Ardenweald with their own unique rewards.

Rank Cost Ending location
Rank 1: Nurtured Roots
Activates the mysterious mushroom network that connects sites across Ardenweald.
You can travel between the Heart of the Forest, and Forest's Edge, The Stalks, or Stillglade.
1000 [Reservoir Anima]
1 [Redeemed Soul]
1 hour
Forest's Edge
The Stalks
Rank 2: Fun with Fungi
The tendrils of the wondrous mushroom network grow further, restoring access to the Banks of Life, Elder Stand, and Gormhive.
Disocver the hidden underground caverns that can only be accessed through the network.
Improve your reputation with Marasmius to earn unique rewards for your efforts aiding the growth of the network.
5000 [Reservoir Anima]
8 [Redeemed Soul]
12 hours
Banks of Life
Elder Stand
Rank 3: Blossoming Network
The mushroom network rediscovers its full potential, restoring the connections to the Crumbled Ridge, Eventide Grove, and Tirna Scithe.
Allows you access to the mysterious islands that can be found at the very edges of the realm.
Provides more opportunities to work toward gaining an exalted reputation with Marasmius to earn his rarest gifts!
Adds a portal to Oribos within the Heart of the Forest.
10000 [Reservoir Anima]
22 [Redeemed Soul]
24 hours
Crumbled Ridge
Eventide Grove
Tirna Scithe

Anima Conductor

Restore anima to this powerful and ancient device. Once operational, it allows you to siphon anima to different parts of Ardenweald in order to activate new challenges and adventures.

The Anima Conductor for the fae is located in the bottom-most floor of the Heart of the Forest. Once a location is unlocked, every day anima can be diverted to grant the benefit of the location for 25 [Reservoir Anima]. You can channel anima once per daily reset, but the benefit stays active for a full 24-hour timer. Every 10 channels you can reinforce a location to gain that benefit permanently. Given there are 6 possible locations, it will take a minimum of 60 days and 1500 [Reservoir Anima] to permanently reinforce all locations once unlocked. Every time you channel to a celestial tree, the trunk is covered with an anima glow effect and the area begins raining anima; permanently channeling to a tree causes this effect to remain permanently.

Rank Cost Location Benefit unlocked
Rank 1: Flowing Tendrils
Allows you to channel anima to Glitterfall Basin and Dreamsong Fen, granting access to a special treasure and an enemy champion.
1000 [Reservoir Anima]
3 [Redeemed Soul]
1 hour
Glitterfall Basin Channel anima to the Glitterfall Basin, allowing access to a special treasure.
Dreamsong Fenn Channel anima to Dreamsong Fenn, allowing you to fight an enemy champion.
Rank 2: Streaming Threads
Allows you to channel anima to Tirna Vaal and the Hibernal Hollow, granting access to a new World Quest and new Daily Quests.
5000 [Reservoir Anima]
4 [Redeemed Soul]
12 hours
Tirna Vaal Channel anima to the Tirna Vaal, unlocking a new World Quest.
Hibernal Hollow Channel anima to Hibernal Hollow, unlocking new Daily Quests.
Rank 3: Flowing Power
Allows you to channel anima to Claw's Edge and Tirna Scithe granting access to Night Fae enhancements and an elite foe.
10000 [Reservoir Anima]
5 [Redeemed Soul]
24 hours
Claw's Edge Channel anima to Claw's Edge, allowing access to mighty Venthyr enhancements.
Tirna Scithe Channel anima to Tirna Scithe, allowing you to challenge a powerful foe.

The Large Lunarlight Pod is only accessible after running over five Lunarlight Buds that are randomly regenerated in the immediate area of Glitterfall Basin.

The possible enemy champions are the plays of Star Lake Amphitheater:

The possible world quests are:

The possible daily quests are:

The Night Fae enchancements located at Claw's Edge are:

Mistveil Triangle's Valfir the Unrelenting is targetable only after interacting with a nearby Sparkling Animaseed and using the ability on him.

Command Table

Recruit heroes and troops to send them out on a series of adventures across the Shadowlands Once active, you will have access to additional upgrades.

Rank Cost Reward
Rank 1: Tactical Insight 500 [Reservoir Anima]
1 [Redeemed Soul]
1 hour
Grants access to Adventures and their rewards.
Rank 2: Deserved Feast
5000 [Reservoir Anima]
8 [Redeemed Soul]
12 hours
Increases the rate at which adventurers naturally heal by 25%.
Rank 3: Superior Efficiency 10000 [Reservoir Anima]
22 [Redeemed Soul]
1 day
Decreases the time an adventure takes to complete by 25%.

You can heal your adventurers if they return injured using [Reservoir Anima].

Sanctum Feature: Queen's Conservatory

Stub.png Please add any available information to this section.


Patch changes