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.
From the official site :
Hidden away in a secluded sanctuary, the corrupted Dragon Aspect Deathwing has waited, recovering from the wounds of his last battle against Azeroth and biding his time until he can reforge the world in molten fire.
Soon, Deathwing the Destroyer will return to Azeroth, and his eruption from Deepholm will sunder the world, leaving a festering wound across the continents. As the Horde and Alliance race to the epicenter of the cataclysm, the kingdoms of Azeroth will witness seismic shifts in power, the kindling of a war of the elements, and the emergence of unlikely heroes who will rise up to protect their scarred and broken world from utter devastation.
Major updates and changesPlayer level cap increased to 85.
Six new high-level zones: Mount Hyjal and Uldum in Kalimdor; Vashj'ir and the Twilight Highlands in the Eastern Kingdoms; Deepholm in the elemental plane of earth; and the PvP zone and daily quest hub Tol Barad.
Two new player races, the worgen of Gilneas for the Alliance and the goblins of the Bilgewater Cartel for the Horde. New leveling zones added for these two races include Gilneas, the Isle of Kezan, and the Lost Isles.
A dramatic alteration of Kalimdor and the Eastern Kingdoms due to the Cataclysm, resulting in massive environmental changes, as well as questing and progression changes, for nearly every zone, resulting in new leveling experiences. This includes new starter areas for the gnomes and Darkspear trolls, faction changes for some zones (such as Hillsbrad Foothills) and, with the environmental redesign, the ability for players to fly on both continents. (The blood elf and draenei content will still be instanced and limited to ground mounts only.)
Seven new high-level dungeons and three new raid instances, all available in regular and heroic modes (with raids in both 10- and 25-player varieties), as well as two heroic revamps of classic dungeons (Deadmines and Shadowfang Keep). This will also include Blizzard's new Flexible Raid Lock system, a change to raid functionality which includes the ability to move between 10- and 25-player raid groups, combine or split groups, and vary regular & heroic attempts.
New PvP opportunities including the Tol Barad zone and a PvP-instanced dungeon, Baradin Hold, as well as two new battlegrounds Battle for Gilneas and Twin Peaks.
Class redesign (coming immediately prior to expansion launch in Patch 4.0.1 but optimized for the expansion) including new talents and spells, simplification of talent trees, and reorganization of class buffs.
Revamp of character and gear stats, including elimination of some stats and major changes to base stat operability (such as intellect creating spell power, strength and agility affecting attack power, etc.) This includes the addition of Reforging to the game, giving players the ability to add certain stats on gear in return for removal of others.
New Archaeology profession.
Level cap raised on all main and secondary professions to 525, with many new items, patterns and rewards.
A new Guild advancement system, which includes guild leveling, achievements and rewards.
Consolidation of previous expansion set currency systems; rewards will include two PvE currencies, Justice and Valor points, as well as two PvP currencies, Honor and Conquest points.
And so much more..
Those green little ones
The trolls used this potent mineral for their voodoo rituals, but it had an unexpected effect on the slaves who were in constant contact with it: kaja'mite generated a startling new cunning and intelligence in the goblins. Crafting their own powerful artifacts of engineering and alchemy in secret, the goblins soon overthrew their oppressors and claimed Kezan for their homeland. The mines that had been their prison, their slave camp, and the base of their rebellion now became the city of Undermine. Weaving through the heart of the island in a dizzying network of tunnels, vaults, and lava tubes, Undermine epitomizes the goblins' complex, unpredictable mindset.
The goblins' natural greed soon lifted them to prominence as masters of mercantilism. Trade princes arose during the First War as the cleverest goblins learned to take advantage of the strife. Great fortunes were amassed, and the Isle of Kezan became a hub for fleets of goblin trading ships. One of the trade princes agreed to lend his faction's services to the Horde in the Second War. Following the Horde's defeat, the goblins learned from their colleague's failed example, and soon they realized that their profits could double if they weren't stuck in such a restrictive relationship. By the end of the Third War, goblins were providing weaponry, vehicles, and devious services to both the Horde and the Alliance. This wouldn't last forever...
Recently, the goblins of Kezan have found a new enemy in the Alliance - unexpected and unprofitable encounters with this faction have driven certain trade princes from their comfortable neutrality. Reforging old pacts with their one-time allies, the goblins have been welcomed into the Horde with open arms.
Hairy puppy..I meant werewolfves!
The worgen are a race of feral wolf-beasts whose very name inspires fear. Theories regarding their history abound, yet the worgen's origins remain steeped in mystery.
Records indicate that the worgen existed for a time in Kalimdor. In fact, more recent evidence suggests that their true origin might have a connection to the night elves and a secretive druidic order from Kalimdor's distant past. Yet until new evidence comes to light, this information remains speculative.
The worgen's first verified appearance in the Eastern Kingdoms has been traced back to the Third War, when the archmage Arugal utilized the wolf-beasts as a weapon against the Scourge. Arugal's weapons soon turned against him, however, as the curse of the worgen rapidly spread among the human population, transforming ordinary men and women into ravenous, feral creatures.
Arugal adopted many of the worgen as his own and retreated to the former mansion of Baron Silverlaine, the estate now known as Shadowfang Keep. The curse, however, was not contained. It persisted in the lands of Silverpine and extended even into the fabled walled nation of Gilneas, where the curse rapidly reached pandemic levels.
The citizens of Gilneas found themselves trapped, with no hope of escape. They retreated deeper within the isolated domain, and there they survived, fearful of the savage presence that lurked just outside the barricades.
Tensions among the displaced citizens escalated over time, resulting in a civil war that now threatens to destabilize the embattled nation even more.
There are those among the Gilneans, however, who cling to hope. Many believe that a treatment for the worgen curse may exist, although others have nearly given up, fearful that if the barricades should fall, their humanity will be lost forever.
Bottom lineWorld of Warcraft once again provide intense fun for their players ever since released of Cataclysm. New cap level, new areas, two new playable races, get to fly in Kalimdor and Eastern Kingdoms, challenging dungeons to raid and so much more!
If you are a new player and would like to explore this new world, do so as you won't regret it. For the old players, it will be fun to continue their journey in the Cataclysm and learn new things. I hope everyone enjoys playing World of Warcraft Cataclysm! Have fun!