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World

The Sky

Act IV of the main storyAscendancy, fourteen quests — climbs the Reaches from Level 3,000 to the throne at the top. See The Main Story.

Above the highest peak of the old world waits the Sky — a shattered celestial archipelago of 48 named islands across six altitude Reaches, level 3,000 to 6,000. The Worldspine Throne held it up; in Ascendancy it breaks open.

The Ascent Gate

Reach level 3,000 and complete The Breaking of the Sky — Skywarden Kaeloth waits beside the Ascent Gate on the Worldspine Approach (slay 5 Skyborne Heralds). Then step to the Gate and Ascend. You land at Windward Landing in the Skymoor; Descend from any Sky Anchor to return.

The Six Reaches

ReachLevelsHub island
I — The Skymoor3,000–3,500Windward Landing
II — The Gale Reaches3,500–4,000Stormhold
III — The Cloud Sea4,000–4,500Nimbus Wharf
IV — The Aether Wastes4,500–5,000The Last Mooring
V — The Shattered Firmament5,000–5,500Vault of Glass
VI — The Empyrean5,500–6,000Apex
The open sky is yours — once you have wings. The old aether-current skybridges are gone. Earn a Sky Drone from Dorin Gearwright, the tinker of Windward Landing (a short hunt for Sky Corsair parts), and the whole sky becomes traversable in any direction. Without one, the islands hold you — and Skyfare still runs between Sky Anchors for a toll of 100 + 15 × your level in gold.

Hubs & services

Every Reach hub moors a Sky Market, a contract board, a Skyrest (rest & cleanse for gold — no safehouse needed aloft) and a Skyforge with every crafting bench. Each Reach also holds a story chapter, island sidequests, a dungeon and a capstone raid.

Sky gathering

The islands bear their own harvests, gathered automatically as you walk their nodes: Wind Moss and Cloud Silk in the low Reaches, Sky Kelp in the Cloud Sea, Aether Crystal in the Wastes, Star Shard in the Firmament and Sun-Metal in the Empyrean — the very materials the new crafting tiers consume — and past the Voidfront, Voidglass carries the benches to level 20,000.

Mind the Aether as you climb — and what waits above the Empyrean.

Aether Saturation

The Sky is not hospitable. Every step on the open islands saturates your Aether meter — the mirror of the Underworld’s corruption. Where the deep drags you down, the Sky pushes you past your limit.

How it works

StateEffect
0–79% — Stable / Rising / SaturatingNo harm — the meter climbs with each step, faster in higher Reaches.
80%+ — Aether-burnThe raw aether drains a share of your max HP every step — down to the brink, but never past 1 HP. It strands you critical in dangerous sky; it does not kill outright.

Mooring & mitigation

Mooring clears saturation to zero: stand on a Sky Anchor, rest at a Skyrest, or descend to the world below. A strong Spirit resists the climb — Aetheric Attunement mitigates the per-step rise by up to 40%.

Plan island-hops around your meter: push out, fight, and moor before the burn. The higher the Reach, the shorter your leash — in the Empyrean the sky itself is the opponent.

The Star Map

The Star Map is an account-wide constellation board — open it from Endgame ▾ Star Map. Every foe felled in the Sky adds to one running tally, and at each threshold another of the twelve constellations lights.

Each lit constellation is a small permanent, account-wide stat bonus — carried by every character you own, like Class Mastery. Fill the whole sky and the map grants +3% Strength, Defence, Accuracy and Dexterity, and +4% Intelligence and Spirit, forever.

The first constellations light within a session of sky hunting; the last — The Ascendant — asks for thousands of kills. The Star Map is the long arc of the expansion: every fight aloft counts toward it, on every character.

Last edited by System (tidy) on 9 Aug 2026 · history