With the release of Volume 2: Rise of Gorluxor, brave adventurers will have to brace themselves to face the new changes in the Astral, or more precisely, in Allods (floating islands found in the Astral). The places you used to know have been changed. From small adjustments to a total revamping, (bosses included), we hope fearless navigators are fully ready to explore! Are you prepared to unravel the new mysteries of the Astral? If yes, then you should read below so you know what to expect... Before going on an expedition, players will have to collect a quest to allow them to land on specific allods (instead of collecting them on the allod as usual). Make sure to meet Feodor Konshin (Empire) or Afanasy Nikitov (League), the experienced Astralnauts , to learn your quest goals:
Zavert isle, or Allod Mogilny, is the first of the allods revamped. The Wander family won’t be able to show you around the allod anymore, so you’ll have to meet the cold welcome committee of icy bears and rime elementals instead. But don’t feel shy because of these new encounters; you’ll recognize Siloda the Frosty, watching over the tomb of the Great Dragon...
This allod barely changed compared to volume 1, (except for the big werewolves). Meet Vseslav the Charming and his minions, all ready to welcome adventurers daring to set a foot on the allod. You’ll need more than just your fists to defeat them, so be sure you’re ready to dance long enough with these wolves before setting foot in this place...
When you arrive on the allod, you might think that nothing changed much except for its name. Even when you start exploring this place, nothing seems revamped. However, if you look a bit closer, amongst the known faces of the waterfolk and forestfolk, you’ll notice a little change in the landscape: Big stairs and statues which were never seen, will show up during your exploration of this allod. Now, a danger looms as a sinister cult has taken over, and the tribes are fighting their own to get the in the good graces of the scorpion king, Serket. Will you and your group be able to stop this madness or will you be offered as a sacrifice for a greater cause?
Zaleskaya island is no more, the Silent Hills will now be one of your new Astral destinations. Once a quiet territory, favoured by adventures of the League and Empire alike for its peaceful feeling, this allod changed a lot for reasons still unknown. The welcoming Kanians are now gone, voyagers brave enough to stop at the Silent Hills will have to deal with the ghosts and menacing shadows at the darkest spot of the woods...
Tep’s cult has always been one of the great dangers of Sarnaut, and not even the Astral is safe from the resurrection of the great necromancer Tep. With the help of elementals, his followers are digging out an imposing pyramid from the sand and in front of which a High priest will come across anyone trying to stop his purpose.
With this information, we hope you will be ready to explore these new regions with your group. Into the Astral ahoy!