World of Warcraft Level 110 Checklist: What to Do First in Legion Endgame
Reaching level 110 in World of Warcraft: Legion doesn’t “finish” the grind—it switches you into a long-running endgame routine. The biggest problem at the cap is that several questlines and progression systems start stacking at once, with no obvious order to follow. Here’s a practical release-watch style checklist for what to tackle first, what can wait, and why it matters for your Artifact Power, reputation, and gear progression.
Timing and availability: what you can start immediately at level 110
| System | Status at level 110 | Date/window notes |
|---|---|---|
| Artifact Knowledge research (class hall orders) | Start immediately | Begin as soon as possible after hitting level 110 |
| World quest access (Broken Isles) | Locked behind faction reputation | Level 110 awards the quest to unlock world quests, but Nightfallen availability requires reaching Friendly |
| Nightfallen world quest access | Not available until Friendly | Triggered by a quest from Khadgar to investigate an odd magical message, then follow Suramar storyline progress |
| Daily emissary quests | Available once world quests are unlocked | Emissaries rotate daily; you can have up to three active at once |
| Class campaign (finishing class hall storyline) | Available; ends at level 110 | Usually requires dungeon runs, Blood of Sargeras, and world quests |
| Broken Isles Pathfinder, Part One | Already in the game | May require extra time to complete; includes a Suramar story element not present at the time referenced |
Start with Artifact Knowledge research (highest priority at the cap)
When you hit 110, go straight to your class hall and place orders for Artifact Knowledge research. The reason is purely progression math: after you’ve unlocked 13 traits on your artifact, the next trait costs far more than the first 13 combined, and the small Artifact Power items you pick up won’t close that gap.
Artifact Research is designed to scale your future gains. The first research level increases power gained by 25%, then 50%, then 90%, and later ranks jump even higher. Since the research process takes several days, starting immediately helps your later Artifact Power items (including frequent treasure drops) convert into much more.
Important practical note: research ranks affect future item gains, not what you already received. So there’s no benefit to stockpiling Artifact Power items—use them as you get them, then watch the payoff rise as each research rank completes.
Unlock world quests—then focus on Suramar progress
Next, work toward unlocking world quests. Hitting 110 automatically grants you the quest to enable them, but you still need Friendly reputation with five factions across the Broken Isles. The source guidance frames this as one faction per zone, which makes it easier if you’ve been building those reputations while leveling.
The Nightfallen are the gating factor for the Suramar portion. They won’t even begin offering their content until you reach Friendly with them. That path starts with a quest from Khadgar to investigate an odd magical message, followed by ongoing Suramar storyline steps. Once Nightfallen is Friendly, you can begin collecting world quests and use them as a base for multiple endgame loops.
World quests are also explicitly described as central open-world endgame at level 110: they blend combat with crafting and gathering objectives and even include light puzzle-style content. Rewards scale with your item level, so even if you don’t frequently run dungeons, you can still climb your gear over time.
Finish your class campaign while world quests are available
Your class campaign continues until level 110. It’s tied to the class hall storyline that begins earlier, and the final chapter typically requires a mix of dungeon runs, missions, Blood of Sargeras, and world quests.
This goal is slightly lower priority than unlocking the broader endgame systems, but it still matters: campaign rewards mainly include parts of your class order armor set, plus a pile of Artifact Power and resources, and a new artifact appearance. The practical advantage is that many of the world quests you’ll do for emissaries and daily progression can also satisfy campaign requirements, so delaying world quest grinding too long can duplicate effort.
Emissary quests: build your daily loop (up to three at once)
Once world quests are unlocked, emissary quests appear in the lower corner of your screen and rotate daily. Each day you can have up to three active emissary quests at once, and they’re auto-accepted—no manual acceptance step is required.
Each emissary quest asks you to complete four world quests for a specific faction. Most emissaries are straightforward zone-based requirements (for example, an emissary tied to Highmountain requires world quests from Highmountain). There are also two “oddball” factions—Wardens and the Kirin Tor—whose world quests can appear in any Broken Isles zone, with the correct labeling.
World quests that belong to a specific zone still count for the emissary objectives even when you’re targeting overlapping factions. The guidance gives an example where a Warden world quest in Val’sharah counts for both Warden and Dreamweaver emissary progress.
Why emissaries are worth prioritizing: clearing them is a major reputation driver (1500 reputation per emissary completion versus 50–150 for normal world quests). They also reward order resources or gold, a large Artifact Power item, and they provide a chance at Legendary items from reward boxes alongside additional gear upgrades.
Continue storylines and progress toward Pathfinder
After you’ve unlocked world quests and are running emissaries, you can anchor long-term progression with story objectives. Broken Isles Pathfinder, Part One is already present in the game, though it may take extra time to complete. The package includes a Suramar story component that wasn’t in the game at the time of the referenced writing, but the broader checklist is clear: reach revered with all Broken Isles reputations, fully explore every map, and clear each zone’s story.
At level 110, this isn’t framed as “content for later”—it’s described as relevant because the rewards scale and none of the exploration or zone narratives become obsolete at the cap.
What changes at the cap—and what’s still unclear
The through-line in this level 110 approach is that your progression systems reinforce each other: Artifact Knowledge makes every future Artifact Power drop more valuable, world quests unlock both reputation and gear scaling, class campaign tasks overlap with world quest requirements, and emissaries provide a high-efficiency daily structure.
The remaining unknown for many players is not “what exists,” but “what should you do first when everything is active at once.” The checklist above addresses that by front-loading Artifact research and world quest unlock conditions (especially Nightfallen/Sumamar access), then transitioning into a daily emissary loop and finishing campaigns and Pathfinder as longer-term goals.
