Complete The Breaking of the Sky at the Worldspine (level 3,000) and the Ascent Gate opens. Above waits an archipelago of 48 named islands across six altitude Reaches, joined by walkable aether-currents — and the void between them is impassable. Keep to the islands.
The higher you climb, the thinner the world. Every step in the open Sky saturates your Aether meter — faster in higher Reaches — and past 80% the raw aether burns your vitals down to the brink (it will bring you to 1 HP, never kill you outright). Moor at a Sky Anchor or Skyrest to clear it; a strong Spirit resists the climb. The mirror of the deep’s corruption: the Underworld drags you down — the Sky pushes you past your limit.
Every Reach hub moors a Sky Market, a contract board, a Skyrest inn and a Skyforge with every craft of the world below. Skyfare between Sky Anchors for a waystone-style toll. And the islands bear new harvests — Wind Moss, Cloud Silk, Aether Crystal, Sky Kelp, Star Shard, Sun-Metal — gathered on the wing and fed straight into the new crafting tiers.
A swashbuckling sky-gunner — pistol and cutlass, DEX and swagger. Wields the new Flintlock, banks Fortune with every landed shot, and spends it on the Pirate’s Roll: a dice-draw of party buffs where luck finally matters — and a bad roll busts. Powder Keg spends it all in one roaring volley. Unlock: Colours of the Fleet, in the Skymoor.
A celestial summoner who binds the fallen stars. Wields the new Astrolabe, channels Star Signs — lasting zodiac stances that buff the whole party — and detonates them in the Grand Conjunction, a piercing burst of starlight that grows with every active Sign. Unlock: The First Star Falls, on Tattersail Isle.
Everything that carries your power now climbs to level 10,000: the title ladder (from Skywarden through The Ascended at 6,000 to The Absolute at 10,000), Class Mastery (18 tiers), class traits (a full Void-band ladder per class), and the gear catalogue — Uncommon, Rare and Epic drops authored to 10,000.
And at level 7,000 every class earns its Transcendence — a themed ultimate that surges the whole party’s signature stat.
Five new crafting tiers carry every bench to level 10,000 — gated by the Sky’s own materials: Cloud Silk, Aether Crystal, Star Shard and Sun-Metal. What you gather aloft, you forge aloft.
Every Reach holds a dungeon on its own dungeon isle, banded to that Reach’s level — each with a matched boss weapon and signature set piece, the way the world below does. And crowning every Reach, a full multi-floor raid — the six of them listed below.
One multi-floor raid crowns every Reach — six floors apiece, entered from the raid isle at its heart, each ending on a Reach-lord that guards its own 4-piece Unique armour set (3 pieces +10% / 4 pieces +20% to all stats) found nowhere else in the game.
The First was caged for a reason — and above the Empyrean, the cage is broken. The Voidfront opens: a roster of starless horrors, four delves (The First Hollow 6,500 · Vault of the Starless 7,500 · The Entropy Spiral 8,500 · Gate of the Absolute 9,500) and two raids: The Hollow Between (Voidwarden set) and the game’s new summit — The Throne of Nothing, ten floors to Nothing, Enthroned and the Nullsovereign set at level 10,000.
A 14-quest main campaign climbs the Reaches — from The Breaking of the Sky to the Throne of the First — each chapter pulling the thread of what broke the sky and what is climbing the wreckage. Around it: 72 island sidequests, contract boards on every hub, and two new powers to court — the Skyfarers’ Free Fleet and The Ascended, sworn rivals on the Faction Table. Freedom or hierarchy; you cannot serve both.
The mirror of The Descent — a seeded, un-mappable endless climb with your real character. HP carries between floors, every fifth floor an Ascendant Guardian bars the way, death forfeits everything unbanked, and the ladder records who climbed highest. Bank every 3 floors for gold, shards and EXP.
Every foe felled in the Sky lights the Star Map — twelve constellations, each a small permanent, account-wide gift of power carried by every character you own. Fill the sky; keep the strength.
The Rift now scales to you: floors open just below your level, cross it by floor 3, and keep climbing — by floor 15 the Rift genuinely threatens anyone alive, and pushing past a checkpoint is a real gamble again. Bank rewards scale to match. No more zero-risk clicking.
Pets now grow to level 250, with new apex evolutions (Skywarlord, Voidblade, Worldshell, Starweaver, Celestial). Mimics absorb a new Tier 5 Celestial echo set in the Sky — Starlance, Aether Nova, Skybreaker and more. And the Bestiary gains a full Skyborne family with lore for every creature of the broken sky.