The central plot of the expansion is the return of the evil dragon aspect Deathwing the Destroyer (originally Neltharion the Earth Warder). Last seen in Warcraft II, which took place more than two decades earlier, Deathwing has spent that time healing himself, and plotting his fiery return from the elemental plane of Deepholm.[5] His return tears through the dimensional barrier within Azeroth, causing a sweeping cataclysm that reshapes much of the world's surface. In the midst of the worldwide disaster comes renewed conflict between the Alliance and the Horde, which is now under the rule of Garrosh Hellscream. With the elemental realms now open to the world, chaotic elemental spirits and their tyrannical lords emerged to help the Destroyer and the nihilistic Twilight's Hammer cult bring about the Hour of Twilight: the end of all life on Azeroth.

The Cataclysm is responsible for a number of political changes within the Horde and Alliance. With the wake of the cataclysm, the Horde's leader, the orc shaman Thrall, stepped down from his duty as Warchief of the Horde to better help the world of Azeroth as a whole. This duty was relinquished to the former overlord of the Warsong Offensive, the Mag'har orc warrior Garrosh Hellscream. Looking for ways to gather more resources and new territory for his people, Hellscream has initiated several brutal strikes against the Alliance, using the cataclysm to the Horde's advantage. The human king Varian Wrynn deployed many of his forces to fight against Garrosh's aggression, storming the Southern Barrens and Stonetalon Mountains, while Garrosh, unlike Thrall, embraced war with the Alliance.


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Alarmed by the terrible losses of life among all trolls, the Zandalari tribe traveled around the world to reunite their race and rebuild their once-powerful empire. The Zandalari restored the fallen cities of Zul'Gurub and Zul'Aman, and begun to conduct bloody raids on territories that had once been "theirs". The burgeoning troll force hoped to lead a great war against the other races of Azeroth, but the honorable Vol'jin of the Darkspear tribe stood against their murderous agenda, and recruited champions from both the Horde and the Alliance to invade the ancient cities and stop the onslaught.

One of the primary features of Cataclysm is the redesign of the continents of Eastern Kingdoms and Kalimdor introduced with the launch of World of Warcraft in 2004. While the initial game design did not allow for the use of flying mounts in 'old-world' zones, those zones have been completely redesigned with flight in mind for Cataclysm. Flight is still unavailable for Burning Crusade starting zones for the blood elves and the draenei.[6]

Cataclysm returns players to the two continents of Azeroth for most of their campaigning, after years away in Outland and Northrend, opening new zones such as Mount Hyjal, the sunken world of Vashj'ir, Deepholm, Uldum and the Twilight Highlands. It includes two new playable races, the worgen from the legendary kingdom of Gilneas for the Alliance, and the goblins of the Bilgewater Cartel from the isle of Kezan for the Horde. Among the many new developments in the expansion are the increase of the level cap to 85, the ability to use flying mounts in Kalimdor and Eastern Kingdoms, the introduction of the secondary profession Archaeology, and the debut of reforging, as well as updates to player classes, new race-class combinations, and a dramatic restructuring of the world itself (with major revisions to existing content from the original release of the game).

Unlike in the previous two expansions, The Burning Crusade and Wrath of the Lich King, there is no new continent/world for additional content; instead, Cataclysm returns players primarily to Azeroth itself, with seven new high-level (80-85) zones. Each of the five leveling zones features its own unique breadcrumb (introductory) quest and cutscene; afterwards, each is accessible quickly through portals in Stormwind City and Orgrimmar. Tol Barad is also available at level 85 via these portals.

From the fires of destruction, a new Azeroth arises. Following Deathwing the Destroyer's cataclysmic entrance, which left a festering wound across Azeroth, heroes are called once again to experience a dramatically reforged Azeroth and defend it from utter devastation.

World of Warcraft: Cataclysm (or Cata for short) is the third expansion for World of Warcraft. Set primarily in a dramatically reforged Kalimdor and Eastern Kingdoms on the world of Azeroth, the expansion set follows the return of the evil Dragon Aspect Deathwing the Destroyer -- formerly known as the ancient guardian Neltharion the Earth Warder -- whose fiery arrival from Deepholm, the elemental plane of earth, causes a massive worldwide catastrophe known as The Shattering.

Cataclysm will return players to the two continents of Azeroth for most of their campaigning, after years away in Outland and Northrend, opening new zones such as Mount Hyjal, the sunken world of Vashj'ir, Deepholm, Uldum and the Twilight Highlands. It will include two new playable races: the worgen from the legendary kingdom of Gilneas for the Alliance, and the goblins of the Bilgewater Cartel from the isle of Kezan for the Horde. Flying mounts will finally be usable in Kalimdor and Eastern Kingdoms, while the new secondary profession Archaeology will be introduced. Reforging will make its debut in game, while player classes will be fully updated, including new race-class combinations.

World of Warcraft: Cataclysm was officially announced on August 21, 2009 at BlizzCon 2009. The "friends & family" phase of the World of Warcraft: Cataclysm alpha began on May 3rd, 2010[2], while closed beta began June 30th, 2010.[3]. Patch 4.0.1 on October 12, 2010 updated the game to new system architectures (as well as the new talent trees) for the expansion, Patch 4.0.3, released on November 16, 2010, updated the final pre-expansion core files ("The Shattering" itself, with the classic world changes). The game's official cinematic debuted October 17, 2010.

These changes are not phased. The world-changing patch will happen in Patch 4.0.3, not Patch 4.0.1 as believed earlier. They will be seen by everyone, from level 1 to 85, whether or not they buy the expansion.[21]

Of course, now that vanilla servers are a thing, that version of WoW can be revisited, so the biggest problem with the world revamp has been solved. It did take many years, though, so I can understand if some sore feelings remain.

People have a lot of nostalgia for the vanilla version of the world, but even back in 2010, it was showing its age badly. Agonizing travel times, low drop rates, unfocused quest design, and many more sins dogged it throughout. For WoW to stay healthy in the long term, it needed to modernize.

Beyond simply polishing the mechanics to current standards, the revamp brought a lot of other good things to the game. We gained the ability to fly in the old world, allowing us to appreciate the scale and beauty of the game as never before. While not every revamped zone was a slam dunk, many of them contain great stories and memorable quests.

The implication is that they're kiddy activity centres where every event has been designed by committee and carefully stripped of personal risk, and where nothing ever really changes. After you've killed the biggest dragon in the world, you can get off the ride, rejoin the queue and do it all again. Hell, the polygons probably have padding. That's not real life!

Indeed, Azshara is a demonstrative case-study for Cataclysm. It's one of the most extensively remodelled areas from the original game. Feeling that the six-year-old experience of levelling to 60 was confusing, bitty and dry when compared to the much slicker, more eventful questing offered in the expansions, Blizzard has used the catastrophic emergence of the dragon Deathwing into the world as an excuse to re-engineer the whole thing.

Floods and eruptions have physically changed the world, and events have moved on, rewriting the scenarios and quests of the two continents of Kalmidor and the Easter Kingdoms. Some zones have changed more than others, but the overall experience is overwhelmingly different, right down to the evocative music. This reboot is, in fact, free, and was pushed out to all WOW players in a mega-patch a few weeks before Cataclysm launched.

Azshara was known as one of the worst zones of classic WOW, with its awkward geography and thin, context-free questing. Now, boasting over 100 new quests and revised from level 40ish down to levels 10-20, it introduces the newly playable Goblins, a comedy race of rapacious capitalists, to the old world.

A new human character appears outside Stormwind and will help restore order in the aftermath of the cataclysm: your main opponents are Hogger's Riverpaw thugs and the low-level minions of the current end-game antagonists, the Twilight's Hammer. There are some fun and funny quests, but it was nowhere near as dramatic or interesting as the worgen opening, in my mind.

A new orc has to help survey areas affected by the cataclysm and reassert orcish control of Durotar and surrounding regions. It's been such a long time since I played this that I can't honestly remember too much about it.

World of Warcraft is the world's most successful subscription MMO. Orcs and humans, fighting dragons. It's four games welded into one vast whole: a multiplayer cooperative RPG in which you quest. A competitive fantasy team battleground game. A three-versus-three arena competitive ladder. And a 10- or 25-man dragon bashing cooperative raiding thing.

Cataclysm does have some dead patches. Often, the size of the old zones isn't compatible with WoW's new designs. New WoW puts the questgivers and monsters right next to each other. Old WoW would spread them about. New WoW favours tight, compact zones. Old WoW rambles. There's still too much flat open space in zones such as Durotar (Orc starting area) and the Barrens (the clue is in the name). And something has been lost with the new quest approach: one of the thrills of old WoW was exploring, discovering the world at your own pace. New WoW is a conveyor belt in which you input time, and output a level 85 Goblin mage. 006ab0faaa

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