User:Thegenegerbread
A call to arms has been issued for the armies of Azeroth once more. Join the few ethereals who exist beyond the shattered realm of K'aresh on a journey to restore their home world as the Void Lords prepare to weaponize the world soul to use against a fragile Azerothian world soul. LET 'EM IN
Introduction
Summons to the Twisting Nether
Our journey to the Shadowlands took us to lands of incomprehensible beauty and devastation, and the ethereals' plea has done exactly the same. When we return from the Shadowlands, we find ourselves on an Azeroth recovering from the Fourth War, prepared to celebrate our accomplishments against Sylvanas and the Jailer. This celebration is short-lived, however, as the ethereals on Azeroth have brought it to the leaders' attention that the world soul is in danger once more.
While away,
Pre-Patch Features
Venture into K'aresh's past to the province of Myr'daal, a militarized city in the middle of K'aresh's eastern ocean, and will also serve as the starting zone for ethereals and Astromancers.
Voyage to K'aresh Features
- K'aresh, a Shattered World: As you venture to the broken world of K'aresh, explore 6 new leveling zones, a PvP zone, an expansive max-level zone, the ethereal starting zone, as well as the capital city of T'uura.
- New Dungeons and Raids: Learn about K'aresh's past, fight back the void, and quell local threats in 14 new dungeons and 3 new raids upon release.
- New System - Spiritual Ascension: Players will be able to engage in a new system called Spiritual Ascension. This system isn't meant to be gimmicky, but rather exists as a core part of experiencing all there is two explore in K'aresh.
- New Neutral Race - Ethereals: Our adventures throughout K'aresh have garnered the attention of the ethereals who still seek to salvage their world. Become an ethereal and join the ranks of either the Alliance or the Horde, fighting to save both your own world soul, as well as the world soul of Azeroth.
- New Hero Class - Astromancer: The Astromancers are an elite group of ethereals who've harnessed the power of the stars to deal devastating damage, heal their enemies or protect their allies. As the mortal races of Azeroth find themselves on K'aresh, they too will be able to pursue the art of becoming an Astromancer.
- Class Changes: Voyage to K'aresh is receiving several major class changes. To stay true to what Blizzard would probably do regarding classes, we'll be keeping the global cooldown on certain abilities, but we'll be taking it off of abilities where it makes sense to do so.
- Factions and Reputation Changes: The factions of K'aresh all need your help.
- Mount Species and Upgrades:
- Guild Halls and Progression:
- Forms of Transportation:
- Updated Pet Battle System:
- PvP Updates:
- Patch Changes:
New World: K'aresh
The shattered world of K'aresh sits over an unending Twisting Nether. Though regions have been preserved, their physical landscapes have not, leading to the world becoming a mass of floating islands. Unbeknownst to those who had not been to K'aresh since its destruction, its denizens have adapted to its new geography, with ephemeral technological feats and beautiful features existing in all directions.
Patch 10.0
- [1-10] Myr'daal: Myr'daal is where many ethereals who've aspired to join the fight against the void lords have gone to train. Far out from any other regions in the autonomous zones of K'aresh, Myr'daal is filled with feats of technology, great dangers, as well as a shattered railway whose existence will certainly be visited later on.
- [60-62] M'aradel: M'aradel is the first zone that players will find themselves in while on K'aresh. After the Vindicaar crashes into M'aradel, players will be unsure where they are, with a pine plateau with strange ruins surrounded by mountains. An opening reveals endless plains, with abandoned buildings, rails, a giant, dormant mechanical beast at its center, and mountains in the far distance.
- [62-64] Eterre: Eterre is very different from the rest of K'aresh. Initially, before the destruction of the planet, the thin valley of Eterre served as a gateway between the lost continent of Baj'dari and K'aresh, and sat on the edge of an ocean. Upon the destruction of the planet, Eterre merged with K'aresh. The valley still relies very heavily on the plentiful water sources throughout, but the water spirit has gone dormant. The water spirit, Bajda, went into an eternal slumber (along with the other Spiritwalkers of K'aresh) when the world soul was exposed at the planet's center. The clans of Eterre have fallen into conflict due to this, and it's your job to end this conflict.
- [62-64] Twili'kar: Twili'kar is a forested region in southern K'aresh filled with gulches connected by roots, green (purified) and purple (void-corrupted) woodlands, all filled with an unusual and overwhelming beauty. Near the southern portion of the zone, a large tree known as Trava'kar exists, which holds the zone's biggest village: Trava.
- [64-66] Ethereum Peaks: In the very northern part of K'aresh, there exists a large mountain region known as the Ethereum Peaks. Prior to the destruction of the planet, many large fortresses were constructed here, and served as a place of study and military strength for the ethereals. Now, the planet's destruction has led to stronger winds, leaving the Ethereum Peaks in a state of constant snowfall. Few remain, with small villages and cartels who've made the zone their home, connecting themselves to a single central pillar on which the Dakaara Bazaar sits. An anonymous group plots to destroy the royal capital using Dakaar's power. You must work with the royal capital to find their secret underground base beneath the Dakaara Bazaar, and dismantle the cannon empowered by Dakaar himself.
- [66-68] A'dali Dunes: Some might find deserts empty and lonely, but the A'dali Dunes are filled with relics of the past, ethereal cartels, and serves as the major base of operations for sky pirates. On the surface, the Dune-Wardens who protect temples from looters surf across the desert using sand-surfing techniques that they're willing to teach you.
- [68-70] Jzea Nuur: Surrounded by the towering Ethereum Peaks and the edge of Eterre, Jzea Nuur is the lowest location in all of K'aresh. Between the arching stones of this fascinating region, ruins of manors and villages sit. On the ground, an autumnal forest hides grand technological feats of the ethereals' past, including Devuun Tal, which serves as a trial for aspiring Nexus-Kings. Wandering nomads and traders from cartels who've been cast out can also be found here.
- [70] Stelaara: Stelaara is a max-level zone akin to Suramar, and is where players will find much of the end-game story content taking place. Stelaara is an ephemeral zone of endless temples, structures and bridges surrounded by clouds, where the extremely dangerous wind fish fly. It is also home to the royal capital of K'aresh, Nexdara. As you journey through temples and work your way towards the world soul of K'aresh at the zone's core, you'll come to learn the true goal of K'aresh's royal family.
- [PvP] Vuush A'mal: Vuush A'mal is a smaller zone comprised of chunks of the Great Ethereum Wall, which separates the northern continent from the rest of K'aresh. Vuush A'mal was once the military center of K'aresh, hence making it one of the first locations to fall to the void lords. A battle is being fought to this day between the spirits of the void lords and the ethereals who sought to defend against the atrocities of the void, which can be experienced in The Eternal Siege raid.
Patch 10.2
- [70] T'uura, Temple of Ages: The barrier of time has been shattered, and a gaping portal of indescribable beauty sits as a gate in the sky above T'uura, the City of Thieves. Taking a Wind Fish Skyboat into this strange tear in the sky reveals K'aresh in its distant past, prior to its destruction. A much larger T'uura sits at the center, with painted landscapes (much like the skyboxes in the zones of Argus) of the plains of M'aradel, an ocean to the east, Nexdara in the distance, as well as the endless woodlands of Twili'kar. In the past, T'uura is a temple that serves as a gate between timelines, and you must stop the void's siege on the Tree of Ages at its peak.
Patch 10.3
New Capital City: T'uura, City of Thieves
Background
T'uura, City of Thieves, often just referred to as T'uura by the natives of K'aresh, is a city that serves as the major gateway of trade between M'aradel, Twili'kar, Stelaara and Eterre. As you venture further into K'aresh and assist ethereal royalty and retrieve the souls of the Spiritwalkers of K'aresh, you'll come to find that T'uura serves as a great base of operations, allowing you to unlock several services that can increase your efficiency while traveling across the shattered planet.
Shops and Services
The city has a circular shape with four different levels of height. The first level is dedicated to general services, professions, residential quarters and shops. The second level serves as a location for more residencies, embassies for the Alliance, Horde, general factions, as well as guild services. The third level hosts banks, the auction house, and a living quarter for nobility. The fourth and final level is where the Tree of Ages is located, alongside several other end-game systems.
First Level
- Skyport G'aatar:
- K'aapari Waterway:
- Lone Rock Tavern:
- Archaeologists' Guild:
- The Five Spirits:
- Lower Residential District:
- Trifling Toys:
- Patty's Pet Shop:
Second Level
- Alliance Embassy:
- Horde Embassy:
- Ethereum Tavern:
- Kar'ana Inn:
- T'uurani Council Chambers:
- The Thieves' Hideout:
- Upper Residential District:
- Guild Masters' Organization:
Third Level
- Northern Quarter Bank:
- Southern Quarter Bank:
- T'uura Counting House:
- Corin's Clothier:
- Noble Residential District:
Fourth Level
New Dungeons and Raids
Dungeons | Raids | World Bosses |
---|---|---|
|
|
|
M'aradel Instances
- [60-70] Lost City of Al'nir:
- [62-70] Royal Apothecarium:
- [70] The Thieves' Hideout:
- [70] J'ira's Swarm (World Boss):
- [70] Beast of Ages:
Eterre Instances
Twili'kar Instances
Ethereum Peaks Instances
A'dali Dunes Instances
- [66-70] Consortium Fleet:
- [67-70] Shrine of the First Dune-Warden:
- [70] Dunerunner K'abi (World Boss):
Jzea Nuur Instances
- [68-70] Wind-Traders' Estate:
- [70] Mechanist's Workshop:
- [70] Mechanist's Mechanoworm (World Boss):
- [70] Devuun Tal:
Stelaara Instances
- [70] Shadowguard Stronghold:
- [70] Chamber of Spirits:
- [70] Royal Palace of Nexdara:
- [70] J'uuba, the Wind Fish King (World Boss):
Vuush A'mal Instances
Patch 10.1 Instances
Patch 10.2 Instances
Patch 10.3 Instances
New System: Spiritual Ascension
Class Instruments
Spiritual Infusion in Dungeons and Raids
Players can choose to enable a difficulty called Spiritual Infusion that allows them to empower bosses and creatures within dungeons and raids, making them stronger. As a result, gear drops will be guaranteed to have sockets on them.
New Neutral Race: Ethereals
Customization Options
Ethereals can choose from several
Classes
- Astromancer: Ethereals are the first-known mortal users of astral magic, and have been able to wield it in potent ways.
- Hunter: The beasts of K'aresh have proved powerful in battle, as have the technological feats of the ethereals. As such, they make natural hunters.
- Mage: Ethereals have proven that they can tap into the mana-filled energies of the Twisting Nether through their use of astral magic. They can use these abilities to call upon frost, fire and arcane magics.
- Monk: Ethereals are a very versatile race, and are able to do much in the forms they've found themselves in now.
- Priest: Prior to the destruction of their planet, many ethereals worshipped the light, and there were some who dabbled in the void (like Locus-Walker). These priests found themselves in unique situations as a result.
- Rogue: Ever since K'aresh was destroyed, many ethereals have joined cartels, sky fleets or have been forced to fend for themselves. Several of the ethereals who find themselves in this situation ended up using rogue-like tactics to ensure their survival.
- Shaman: Just as they can call upon the stars to bring about the wrath of arcanic energies, so too can ethereals call upon earthen energies to defeat their enemies and protect their allies.
- Warlock: Though the ethereals ended up repelling the Burning Legion and would have their planet destroyed by the void lords as a result, some ethereals chose to learn the demonic ways of the Legion. Some continue to study demons to this day due to demonic tomes left behind hundreds of years ago.
- Warrior: Many who reside in Stelaara must protect the royal capital, and have taken up arms to do so as argent protectors. To this day, ethereal techniques are still applied in swordsmanship.
Racial Abilities
- [Ancient Mummification]: Use the infinite wraps to bind your enemies, slowing them for 5 seconds and dealing arcane damage. This ability has a 2 minute cooldown.
- [A Foreseen Mutually Beneficial Transaction]: Ethereals get a 10% discount on all items on top of reputation discounts, and receive 10% more gold from all sources.
- [Promised Power]: Fire damage taken is reduced by 1%.
- [Tacticians]: Each piece of gear that you wield has an extra 1% critical strike value added to it.
- [Traders of Time]: Your profession skill gains are increased by 75%.
New Hero Class: Astromancer
Astromancers are a new hero class coming in World of Warcraft: Voyage to K'aresh. They are the first class to be introduced in an expansion that uses mail armor.
Specializations
Astromancers will be able to choose from three specializations, like most other classes. In tandem with the Shadowlands expansion's goal to streamline classes, each Astromancer specialization focuses on a unique type of astral magic use, while allowing the class as a whole to dabble in each specialization's abilities.
- Chromatic Astromancers: Chromatic Astromancers are able to tap into the time-based magic within astral magic created by the Titans to turn back time on allies' wounds, as well as to buff allies with time-based buffs.
- Steedbound Astromancers: Steedbound Astromancers incorporate their mount into combat. Astromancers can choose one of their mounts from their collection to become their companion in battle (can be changed at any time, and that mount will take the form of , and will wield a rapier or one-handed sword to fight their enemies.
- Stavemaster Astromancers: Stavemaster Astromancers are a class that uses sacred astral-forged staves to create magic circles and summon powerful astral spells.
Alliance Astromancers
- Night elf: The night elves have been able to use an affluent amount of astral magic for thousands of years by channeling Elune's power. The most notable user of astral magic on Azeroth is one of the Kal'dorei's own, that being Tyrande Whisperwind.
- Dwarf: Azeroth's lifeblood flows through the dwarves of Ironforge more than any other race on Azeroth. Their deep connection to the world soul, which is of celestial origins, has allowed them to tap into the strong astral magic that surges throughout any planet with a living world soul.
- Draenei: For thousands of years, the draenei have journeyed throughout the cosmos. Their advanced knowledge, technology and intelligence has allowed them to wield astral magic efficiently.
- Worgen: The worgen of the Alliance have been taught druidic and nature-like magics by the night elves, allowing for them to be able to tap into the astral magic that sits dormant in the Twisting Nether.
- Pandaren: For thousands of years, the ancient pandaren have tampered with celestials and the stars, as have the mogu. Their history with astral magic makes them very powerful Astromancers.
- Void elf: Just like their blood elf brethren, void elves are able to transcend the powerful mana barriers that hold many back from being able to wield astral magic. One of the first mortals of Azeroth to discover that such magic even existed was fellow blood elf Astromancer Solarian, killed in Tempest Keep.
- Lightforged draenei: Just as their draenei counterparts have done, for thousands of years, the lightforged draenei have journeyed throughout the cosmos. Their advanced knowledge, technology and intelligence has allowed them to wield astral magic efficiently.
- Dark Iron dwarf: Just as is the case with their dwarven counterparts, Azeroth's lifeblood flows through the dark iron dwarves of Shadowforge City more than any other race on Azeroth. Their deep connection to the world soul, which is of celestial origins, has allowed them to tap into the strong astral magic that surges throughout any planet with a living world soul.
Horde Astromancers
- Tauren: The tauren have looked within themselves, channeling the energy of Mu'sha and Mashan'she (Elune and the Earth Mother, or Azeroth, respectively) to wield astral magic against their enemies. Being creatures of nature, they already have an affinity for astral magic through druidic practices.
- Troll: The trolls are one of Azeroth's oldest races, and have been connected to the world soul for a very long time. As such, they're able to draw from the celestial magic that's being emitted from Azeroth, wielding powerful astral magic against enemies.
- Blood elf: The blood elves of Quel'thalas are able to transcend the powerful mana barriers that hold many back from being able to wield astral magic. One of the first mortals of Azeroth to discover that such magic even existed was fellow blood elf Astromancer Solarian, killed in Tempest Keep.
- Pandaren: For thousands of years, the ancient pandaren have tampered with celestials and the stars, as have the mogu. Their history with astral magic makes them very powerful Astromancers.
- Nightborne: The Nightborne are a powerful elven race, and have been able to transcend the powerful mana barriers that hold many back from being able to wield astral magic. Their affinity for mana usage, just like blood elves and void elves, is what has allowed them to use this magic.
- Highmountain tauren: Just as the tauren have been able to do, the highmountain tauren have looked within themselves, channeling the energy of Mu'sha and Mashan'she (Elune and the Earth Mother, or Azeroth, respectively) to wield astral magic against their enemies. Being creatures of nature, they already have an affinity for astral magic through druidic practices.
- Mag'har orc: Unlike their corrupted orcish counterparts, the Mag'har orcs were able to hold onto the teachings of the Shadowmoon Clan, and refused to let go of what they learned while on Draenor. As such, the Mag'har are able to connect with the stars to produce astral magic.
- Zandalari troll: Just like their other troll brethren, the Zandalari have been connected to the world soul for a very long time. As such, they're able to draw from the celestial magic that's being emitted from Azeroth, wielding powerful astral magic against enemies.
Class Changes
Factions and Reputation Changes
The Factions of K'aresh
M'aradel Factions
T'uura, City of Thieves Factions
- [Tomes] Archivists of T'uura:
- [New Archaeology and Mapping Systems] The Adventurer's Guild: The Adventurer's Guild is a faction whose purpose is to act as a gateway to new forms of content that fall under open-world exploration.
- [End-Game Progression] The Spiritwalkers:
Eterre Factions
Twili'kar Factions
Ethereum Peaks Factions
- [Cartels and Treasures] Council of Dak'aar: The Council of Dak'aar is a loose group of the seven major allied cartels of K'aresh (each cartel has their own sub-reputation to be earned, similar to the Tillers reputation from Valley of the Four Winds). Earn the favor of different cartels, and receive more plentiful rewards from treasures you find throughout K'aresh, some of which can even be traded in a trading game with the cartel emissaries in the Dakaara Bazaar.
- [Flying] The Cliffwalkers:
A'dali Dunes Factions
Jzea Nuur Factions
- [Skyport Construction] The Wind-Traders: Initially, you'll find yourself in a bit of a squabble with the Wind-Traders, which is soon resolved once you assist them in clearing out the corruption in their abandoned manor. From there, you'll be able to construct skyports throughout K'aresh. Once a skyport is constructed, you can use its airships to travel to different zones. The materials you and the Wind-Traders you recruit get will allow you to earn reputation with this faction. Airships are powered by the wind fish of K'aresh.
- [Railroad Restoration] The Mechanist's Workshop: The Mechanist is a strange one, but as you help him restore the railroad that once existed all across K'aresh, you'll come to learn of his role as Royal Mechanist of Nexdara. You'll travel across K'aresh, restoring old pieces of technology, unlocking new content in the process.
Stelaara Factions
- [PvE Challenge Rewards] Shadowguard Incursion: The Shadowguard Incursion is comprised of the leader of the Nexdaran Shadowguard, as well as all of the Shadowguard Wardens who left the Royal Shadowguard. The Shadowguard Incursion is dedicated to assisting the Spiritwalkers in thwarting the efforts of the royals of Nexdara, and provide rewards for completing PvE content (dungeons and raids).
Vuush A'mal Factions
- [PvP] The Thieves' Guild: Though The Thieves' Guild may be hostile while in The Thieves' Hideout dungeon, they're actually quite interested in the hatred that the Alliance and Horde have for one another. By completing any PvP content from levels 60-70, you can receive Bloodied Coins, which can be exchanged for Marks of Honor, materials, gear, or PvP-specific enchantments. They'll also hold open-world PvP tournaments for those in War Mode, rewarding those who succeed with riches.
Patch Factions
Patch 10.2 Factions
Path 10.3 Factions
Mount Species and Upgrades
Mount Species
An exciting update to mounts is coming to World of Warcraft: Voyage to K'aresh. On top of the several mounts being added in the new expansion, a new system has been introduced that makes mounts a bit more unique. Mounts are now delegated into species, with each species having its own trait that makes it unique. A list can be found below!
Normal Mount Species
- Bears: Can withstand heavy blows, preventing you from being dismounted or dazed.
- Birds (includes all flying birds and phoenixes):
- Camel:
- Carpets:
- Cloud Serpent:
- Dinosaurs:
- Dragonhawk:
- Drake (includes proto-drakes as well):
- Elekk: Jump on your elekk, slowing all enemies within 15 yards with the slam that follows for 7 seconds.
- Mechanical: Dismounting or being dismounted by enemies causes your mount to explode, stunning all enemies within 20 yards for 5 seconds.
- Feline (all cats, tigers, lions): While riding any sort of feline, you'll take 60% fall damage.
- Hawkstrider (includes all striders):
- Hippogryph:
- Horse:
- Hound (all core hound-related canines):
- Kodo:
- Mammoth:
- Scorpion:
- Seahorses:
- Serpent:
- Turtle (includes dragon turtles):
- Water Strider: Water Striders are, once again, the only mounts that have the ability to walk on water.
- Wolf (all speedy canines):
- Wyvern:
Hybrid Mounts
Class Mounts
- Vilebrood Vanquisher: Trap all enemies within 10 yards in the soul-coffin on your mount's back, banishing them for 5 seconds. When they're no longer banished, they'll be returned to their original location.
- Slayer's Felbroken Shrieker:
- Archdruid's Lunar Form:
- Huntmaster's Wolfhawk:
- Archmage's Prismatic Disc:
- Ban Lu, Grandmaster's Companion:
- Highlord's Golden Charger:
- Gift of the Holy Keepers:
- Shadowblade's Murderous Omen:
- Farseer's Raging Tempest:
- Netherlord's Chaotic Wrathsteed:
- Battlelord's Bloodthirty War Wyrm:
Unique Mounts
- Darkmoon Dancing Bear:
- Darkmoon Dirigible:
- Grove Warden:
- Violet Spellwing:
- Uncorrupted Voidwing:
Mount Upgrades
On top of mount species, your mount-riding skill will also come with upgrades other than increased speed, which you can train separately on quests.
Archaeologists of K'aresh
T'uura Historical Museum
[10.2] Guild Museum
Open World Exploration
New Open World-Oriented Systems
- The Adventurer's Guild:
Bestiary
There are many different kinds of creatures on K'aresh, each with unique habits and ways of living.
Patches
[10.1] Engines of Fate
[10.1.0] Initial Release
- The Story Continues: New chapters of the story pertaining to the fight against the Royal Nexdaran Offensive have arisen. While it primarily takes place in Stelaara, you'll find yourself journeying to all zones to garner the support of several factions.
- The Royal Hunt Begins: Around K'aresh, there will be royal Nexdaran forces invading zones. They're quite similar to the Legion pre-patch invasions. These invasions have stages, and you'll be rewarded with a currency that allows you to buy cosmetic items from the Shadowguard Incursion in Stelaara.
- Guild Command Center: Construct a Command Center in your guild hall, allowing you to go on team raid, dungeon, open-world, PvP, pet battle and legacy missions. You'll be rewarded with a currency that can be used to unlock guild cosmetics and to customize your guild hall.
- New Dungeon - Royal Palace of Nexdara:
[10.1.1] Approx. 1 Month After Initial Release
- New Mini-Raid - Tomb of A'dal: Prior to the release of the Soul-Engine of Nexdara'shal, a smaller and extremely difficult raid challenge will be found in the Tomb of A'dal, which covers the shady history of A'dal, and his true intentions.
[10.1.5] Voyage to K'aresh Season 2
- Pet Battle Dungeon - Zul'Gurub: Zul'Gurub has often been the sight of Azeroth's most gruesome battles. Now, however, the Gurubashi trolls are having a bit of trouble controlling the exotic creatures that they care for. Join your pets in Zul'Gurub as you calm and tame different creatures, choosing your own path!
- Brawler's Guild: The Brawler's Guild has returned, but this time, it's come to K'aresh. Enter the new arena shared by the Alliance and Horde underneath T'uura, and fight to the death. There's a new PvP option for those who are feeling courageous, too!
- Battle for Azeroth Timewalking: Experience Kings' Rest, Siege of Boralus, Waycrest Manor, THE MOTHERLODE!!, Freehold and Temple of Sethrallis in Battle for Azeroth Timewalking dungeons. Get reputation tokens, heirloom tokens, new toys, pets and mounts as well!
- New Raid - Soul-Engine of Nexdara'shal:
[10.2] Trials of Time
[10.2.0] Initial Release
- New Zone - T'uura, Temple of Ages: Journey back in time through the tear in the space-time continuum made by Xarish and Akarou to K'aresh prior to its destruction to a much larger T'uura, and learn of its original purpose and downfall. As you complete each story chapter, new daily objectives will be unlocked.
- New Challenge - Trials of Time: The Spiritwalkers have opened the way to epic moments in the universe's past. Experience powerful moments in the form of challenges, which will allow you to unlock True Ascension.
- Guild Museum: On top of being able to fill out your own personal archaeology museum, dozens of new artifacts fragments are being discovered across K'aresh. Open your own Guild Museum in your guild hall, contributing artifact fragments to build new artifacts, which can give your guild buffs.
- New Dungeon - Infinite Wastes: The Spiritwalkers of K'aresh have opened a gate to the Infinite Wastes, where the infinite dragonflight assisted Xarish and Akarou in opening the way to K'aresh's past so that the void lords could invade T'uura. Enter their dominion and slay those who are keeping this gateway of time open.
[10.2.2] Approx. 1 Month After Initial Release
- New Raid - Tree of Ages: Stop the void's siege on the Tree of Ages. Be the first mortals to enter its inner chambers, and fight a climactic final battle at the tree's summit in this 10-boss raid.
[10.3] The Void Beckons