The First Descendant · 2026-08-18
The First Descendant Season 4 Episode 1 launches Last Dawn as the final battle against Karel begins
The war against Karel is no longer approaching Albion. It has arrived. The First Descendant Season 4 Episode 1: The Great Clash launches on August 20, 2026 , opening what Nexon Games is presenting as the decisive confrontation between humanity and the Vulgus leader who has driven the game’s ce

The war against Karel is no longer approaching Albion. It has arrived.
The First Descendant Season 4 Episode 1: The Great Clash launches on August 20, 2026, opening what Nexon Games is presenting as the decisive confrontation between humanity and the Vulgus leader who has driven the game’s central conflict since launch. The new update trailer gives that assault a name—Operation Last Dawn—as the Descendant Corps prepares to defend Ingris from an enemy that has finally abandoned distant manoeuvring in favour of a direct attack.
A massive Vulgus warship appears above Albion, Karel openly declares war in the name of Qliphoth, and the Descendants are forced to take the fight directly into enemy territory. Rather than containing the climax within another conventional Infiltration Operation, Season 4 introduces the game’s first Mega Dungeon, a large-scale narrative experience specifically designed around the confrontation with Karel. Albion itself changes as a result of the invasion, with previously familiar spaces transformed by the damage caused during the offensive.
The story is only one part of an unusually important update. August 20 also introduces Raven, a new firearm-focused Descendant built around shotguns, supernatural crows and rapid repositioning; a completely new Transcendent Weapon tier featuring 11 weapons; the roguelike-inspired Trials mode; and the official leaderboard for Void Intercept Battle: EXTREME. These systems are intended to give The First Descendant something it has repeatedly needed between major narrative releases: longer-term reasons to experiment with builds instead of simply farming another fixed Ultimate Weapon or repeating one efficient activity indefinitely.
Season 4 may be called The Great Clash because of Karel, but its larger importance could depend on what happens after that battle is finished.
Operation Last Dawn brings Karel’s war directly to Albion
The update trailer’s most important line is also its simplest: “The operation is called… Last Dawn.” It immediately positions the opening of Season 4 as something fundamentally different from the reconnaissance operations, regional campaigns and Vulgus investigations that have occupied much of The First Descendant’s previous story.
Karel has spent the game moving pieces across Ingris while the Descendant Corps responded to increasingly dangerous Vulgus operations. Season 4 removes that distance. Nexon says Karel is now closing directly on the front lines, and the appearance of an enormous Vulgus warship above Albion turns the Descendants’ headquarters from a supposedly secure staging point into part of the battlefield.
The consequences can be seen inside the world itself. Once the Season 4 story begins, Albion’s atmosphere changes and players will encounter spaces damaged during Karel’s assault, including a ruined laboratory transformed into part of the new dungeon content. This matters because Albion has traditionally functioned as the game’s safe social and logistical hub: research is conducted there, players prepare builds, manage equipment and regroup between missions. Allowing the central war to physically damage that environment makes the conflict substantially harder to treat as something happening somewhere else.
Last Dawn therefore sounds less like another counterattack and more like the operation the Descendant Corps believes must end the war before Karel can end humanity’s resistance.
The Great Clash is the confrontation The First Descendant has been building toward
Karel has remained one of the game’s most important antagonistic figures since the beginning, but The First Descendant has deliberately delayed a direct resolution while expanding the political and technological mysteries around the Vulgus, the Ancestors, Arche and the Magisters. Season 3 continued moving the scattered Descendants toward this confrontation, while subsequent story developments increasingly suggested that the conflict could no longer remain contained through local operations.
The Season 4 story trailer makes the escalation explicit. Karel declares war on the Descendants “in the name of Qliphoth,” and the August update turns that declaration into a full military offensive. The Descendants’ answer is not simply to defend Albion from the ground. They intend to infiltrate the enormous Vulgus vessel itself and confront the force responsible for the attack from inside enemy territory.
That premise also explains why Nexon has chosen this moment to introduce the Mega Dungeon format. A conventional fifteen-minute mission followed by another familiar Commander would struggle to communicate the scale implied by a climactic assault against Karel. The new dungeon is instead being built as a sequence of combat encounters, environmental interactions and Commander battles culminating in a major boss confrontation.
Nexon has repeatedly described it as a memorable single-run experience rather than another piece of content designed exclusively around high-frequency repetition. That is an unusual distinction for a looter shooter where virtually every important activity eventually becomes part of a farming loop.
The Mega Dungeon is designed as a finale first and a farm second
The Mega Dungeon launches on August 20 and is directly connected to The Great Clash storyline. Nexon describes it as the grand finale of the current Karel conflict, placing narrative presentation and large-scale encounter design ahead of repetitive efficiency.
Players will progress through multiple stages containing different combat situations and interactive environmental elements before reaching a succession of Commanders and, eventually, the final boss. The structure suggests something closer to an extended campaign operation than simply a longer Infiltration Dungeon.
Two difficulties are planned. Normal is where the story is presented, allowing players primarily interested in seeing the confrontation with Karel to experience the complete narrative without immediately entering the most punishing version. Hard mode exists for players who want the combat and reward systems to provide more resistance after the initial story clear.
Importantly, Nexon has not abandoned repeatable rewards completely. The Mega Dungeon will contain its own limited farming structure built around exclusive currency that can be exchanged for items. The difference is philosophical: the first clear is supposed to be memorable because of what happens inside the dungeon, not because it produces the statistically optimal number of materials per minute.
For a game whose audience has frequently optimized content down to farming routes and completion times, that is a worthwhile experiment. The real test will be whether the encounter remains enjoyable once players move beyond the cinematic first clear and begin interacting with its long-term reward structure.
Conquest will return players to the Mega Dungeon after the initial battle
The August 20 launch is not the end of the Mega Dungeon’s role. Nexon has also announced a temporary activity called Conquest, scheduled to begin approximately two weeks after the Season 4 update in early September.
Conquest is designed to commemorate the conclusion of the story and provide an additional reason to return after completing the standard versions. Full details have not yet been formalized through the launch patch notes, so its exact modifiers and reward economy should not be assumed ahead of release.
The timing is nevertheless deliberate. Players receive roughly two weeks to experience Last Dawn normally, learn the Mega Dungeon’s layouts and encounter mechanics, and prepare new Season 4 equipment before Nexon introduces the follow-up challenge.
That structure gives the studio an opportunity to avoid one recurring live-service problem: releasing a major story mission that becomes irrelevant immediately after players see the ending. If Conquest successfully builds on mechanics from the main operation rather than simply inflating enemy health, the Mega Dungeon could remain relevant for substantially longer.
Raven arrives from Albion’s underworld with a very different combat philosophy
The Great Clash also introduces Raven, Season 4’s new playable Descendant.
Raven has one of the more unusual backgrounds among the roster. Before joining the Descendant Corps, she was the leader of a guild that controlled Albion’s back alleys and was known as the Conductor. Her personal history is also connected to Viessa’s childhood, giving her arrival a narrative link to an established Descendant rather than introducing her as a completely isolated recruit.
Combat is where Raven becomes especially distinctive. Nexon classifies her as a firearm-oriented Descendant with strong shotgun synergy, and her signature skill weapon is a double-barrel shotgun manifested through her own supernatural power. The character gameplay trailer describes it as a shotgun “made of shadows,” while her wider ability set incorporates crows and rapid movement between advantageous firing positions.
The concept is significantly more aggressive than a conventional ranged firearm build. Raven is intended to reposition quickly, close into shotgun-effective distance and capitalize on multiple pellets landing simultaneously. Her mechanics provide additional damage according to the number of pellets connecting with a target, creating obvious synergy with shotguns and other weapons capable of producing repeated hits at short range.
This also connects her naturally with one of Season 4’s new Transcendent Weapons.
Unleashed Instinct looks almost purpose-built for Raven
Among the seven completely new Transcendent Weapons is Unleashed Instinct, a shotgun whose mechanics reward exactly the kind of behaviour Raven appears designed around.
Its fire rate increases alongside Reload Time Modifier, turning a statistic normally associated with reducing downtime into part of the weapon’s offensive scaling. Shotgun pellet damage can inflict Excessive Bleeding, and eliminating an enemy affected by that status produces an explosion around the target. Applying Excessive Bleeding also grants Hunting Instinct, which increases movement speed when approaching affected enemies and allows shotgun attacks to inflict additional damage.
The synergy is immediately apparent. Raven wants to reach favourable close-range positions and land large numbers of pellets. Unleashed Instinct rewards pellet contact, increases mobility toward bleeding targets and converts kills into area damage.
Exact optimal builds will obviously need to wait until players can test Raven’s final launch values and the randomized quality rolls attached to Transcendent Weapons, but Season 4 is clearly attempting to create more deliberate connections between Descendant identities and firearm choices.
That is important because The First Descendant has periodically allowed skill-focused builds to overshadow the weapon half of its looter-shooter identity.
Transcendent Weapons are intended to become Season 4’s new long-term progression axis
The largest systemic addition may be the arrival of 11 Transcendent Weapons, a new tier positioned above the existing Ultimate Weapon system.
Nexon is not treating them as eleven fixed guns where every copy is functionally identical. Each Transcendent Weapon has a Quality rating that influences its overall performance, while individual copies can contain randomized Transcendent Ability values and two Sub Abilities affecting weapon statistics.
Higher-quality drops provide stronger potential values. More difficult content can produce better-quality weapons, but Nexon is also introducing an important form of farming protection: as players continue obtaining Transcendent Weapons, the lower boundary of the Quality they can receive rises. The intention is to prevent endless farming from feeling completely disconnected from progression because every disappointing drop still contributes toward improving the minimum quality of future results.
That makes the weapon hunt closer to a long-term loot ladder than researching one blueprint set, crafting one Ultimate Weapon and then combining identical copies until its Unique Ability reaches the desired enhancement level.
Transcendent Weapons are also being distributed across numerous pieces of content rather than existing only behind the hardest endgame activity. Nexon specifically wants players who begin or return during Season 4 to be able to treat them as a central progression objective.
Four familiar Ultimate Weapons evolve into Transcendent versions
Four of the new weapons are enhanced reinterpretations of existing Ultimate guns.
Malicious Dominator, a Hand Cannon evolved from Malevolent, generates a Blade of Malice that can bounce between enemies after firearm hits. Weak Point hits inflict Encroachment of Evil for damage over time, while defeated enemies can trigger Malicious Explosion, damaging and poisoning nearby targets.
Storm Cage evolves the iconic Thunder Cage concept into a new Transcendent Submachine Gun. Firearm hits can trigger Electric Shockwave, critical hits can produce Lightning Burst and eliminations have a chance to summon a more powerful Lightning Storm. Thunder Cage has historically been one of The First Descendant’s most recognizable mob-clearing weapons, so transforming its electrical identity into a more elaborate Transcendent version is an obvious way to introduce the new tier through something familiar.
Raging Light is the Transcendent evolution of Piercing Light. Aimed firearm hits create a Brand of Light, and subsequent attacks against that mark can produce Scattering damage across a circular area. Multi-Hit interactions can bounce damage through nearby enemies, giving a weapon derived from a precision sniper rifle greater crowd-control potential.
Finally, Emperor’s Guard Lance expands King’s Guard Lance. Firing while aiming deploys a lance-like field, repeated hits inside its range trigger Emperor’s Majesty, and Multi-Hits can call down Emperor’s Judgment. Rather than simply increasing the original Beam Rifle’s numbers, the Transcendent version develops its deployable-zone concept into a more elaborate damage system.
Seven entirely new weapons are built around firearm and skill synergies
The remaining seven Transcendent Weapons are new designs rather than upgraded versions of existing Ultimates.
Armis, an Assault Rifle, launches Interceptor Missiles from firearm hits and can additionally generate Small Warhead Rockets through its Rocket Count Down mechanic. Missile and rocket damage applies Missile Fragment, allowing later attacks to ricochet additional damage toward nearby enemies. It appears designed for players who want their firearm to behave less like a conventional rifle and more like a portable missile platform.
The aforementioned Unleashed Instinct focuses on shotguns, bleeding and aggressive close-range pursuit. The other five new weapons are particularly interesting because they are designed around Descendants who derive much of their damage from skills rather than firearms.
Sparky increases Electric Skill Amplification while held. Electric abilities apply Tingle, firearm hits against Tingled enemies deal additional damage, and kills made through Electric skills or gunfire can create further area damage. Frost Flower applies the same general hybrid philosophy to Chill builds through Frost Seed, while Volcanic Heart supports Fire Descendants through Pulsating Ember and a Magma effect capable of damaging enemies around the player.
Toxic characters receive Nightmare Launcher, which increases Toxic Skill Amplification and uses Purple Nightmare as its associated debuff, while ATR-0 Prototype supports Non-Attribute Descendants by increasing Non-Attribute skill attack and accumulating Arche Energy Bullets whenever those abilities are used.
Together, the weapons suggest that Nexon wants firearms and skills to reinforce each other rather than forcing players to decide that only one half of their build matters.
Season 4 is directly targeting the skill-versus-gun balance problem
That direction is not accidental. During the 2026 Descendant Fest Creator Roundtable, the development team acknowledged that the current meta has often leaned heavily toward skill-focused damage and specifically identified Transcendent Weapons as part of its attempt to strengthen firearm-oriented Descendants such as Gley, Ajax, Serena and Enzo.
The goal is not to permanently replace the skill meta with a gun meta. Nexon has described its target as an environment where both styles can periodically become competitive depending on content and builds.
The five attribute-focused Transcendent Weapons are a particularly clever way of pursuing that. A Skill Descendant no longer necessarily holds a gun merely because the game requires one to occupy the weapon slot. Their firearm can become a component of the same elemental damage loop.
If Sparky genuinely improves an Electric build, Frost Flower strengthens Chill gameplay and Nightmare Launcher contributes meaningfully to Toxic output, the distinction between “skill build” and “weapon build” becomes less absolute.
That could produce considerably more interesting loadout decisions than simply selecting whichever weapon currently has the highest independent DPS.
Trials turns The First Descendant into a temporary roguelike
The second major repeatable system arriving on August 20 is Trials, a mode explicitly built around roguelike ideas.
Each run can follow a different route because players are moved through random teleports, preventing every session from following one fixed sequence of rooms. During the run, Descendants repeatedly select Variable Codes, temporary bonuses that can interact with one another through a deck-building-style synergy system.
The important difference from conventional progression is that the build develops inside the activity. Players enter with their existing character and equipment, but the decisions made during that particular run can push the build toward a dramatically stronger temporary state.
Nexon has compared Trials with Onslaught Mode while emphasizing that Variable Code selections occur more frequently and create a higher temporary power ceiling. Instead of simply accumulating larger numerical bonuses, some Codes add new effects that can materially alter how a character operates.
The theoretical appeal is obvious: the same Descendant can feel different across successive runs because the available choices, route and resulting synergies are not identical every time.
Variable Codes are where Trials will either succeed or become another solved farming route
Roguelike mechanics only remain interesting when the decisions actually compete with one another. If one Variable Code combination mathematically dominates every alternative, players will rapidly stop considering the mode unpredictable and instead spend each run hoping the correct bonuses appear.
Nexon appears aware of that risk. Trials is being described specifically around building synergy between selected Variable Codes, suggesting that individual bonuses are intended to become more powerful when combined with compatible effects rather than existing solely as isolated damage percentages.
This could suit The First Descendant particularly well because its roster already contains extreme mechanical differences. A Variable Code that is exceptional for Bunny may be far less useful to Hailey. Raven’s shotgun-heavy gameplay should value different temporary effects from Freyna’s Toxic damage or Ajax’s defensive toolkit.
Trials therefore provides the developers with a space where they can allow absurd combinations without permanently altering the balance of the entire game. A temporary build can reach unreasonable levels during one run and disappear when the activity ends.
For a live-service looter shooter, that kind of controlled power fantasy can be extremely useful.
Cracked Fissures tempt players to accept additional combat for extra rewards
Trials also contains optional Cracked Fissure events. These can appear during runs and provide additional combat encounters that players can voluntarily engage with for extra farming opportunities.
This introduces a basic risk-reward decision. A strong temporary build may make the Fissure attractive because the party can convert its current power advantage into additional loot. A weaker run may make bypassing the encounter the more intelligent choice.
That sounds simple, but optional pressure is one of the easiest ways to make repeatable PvE feel less automatic. Players are no longer only asking whether they can complete the next mandatory room. They are evaluating whether the current build is strong enough to justify taking on something they could have ignored.
The quality of the rewards will determine how meaningful that choice ultimately feels, but structurally it gives Trials another layer beyond selecting buffs and killing the next group of Vulgus.
Antithese and Vorax are designed to punish different mistakes
Nexon has already introduced two of the Commanders appearing within Trials.
Antithese is a tracker-style enemy that aggressively closes distance using leaps and binding attacks, forcing players into close-range pressure. Security Codes appear during the encounter, and destroying them quickly creates an opportunity to counterattack. The design therefore rewards awareness and target prioritization rather than pure damage dumping.
Vorax operates differently. It moves more slowly but leaves Identification Codes on players who fail to avoid specific attacks. Those marks can later be converted into additional damage through subsequent patterns, meaning one early mistake may become dangerous later rather than being resolved immediately through healing.
These encounters demonstrate what Trials needs from its enemy design. Temporary roguelike buffs can quickly make ordinary mobs irrelevant if they are only statistical targets. Commanders need mechanics capable of forcing players to respond even when their damage build has become extreme.
More Commanders are planned, and variety will be critical if Trials is expected to become one of Season 4’s long-term activities.
Rotation Builds lower the barrier for returning players
Trials is not being positioned exclusively as veteran endgame content. Players who have reached Hard difficulty can begin engaging with it relatively early, and Nexon is introducing Rotation Builds for lower-powered participants.
A Rotation Build provides a complete prepared setup, including Trigger Modules, and changes according to a scheduled rotation. This allows players without a fully optimized personal build to experience the activity using something closer to the level of equipment the mode expects.
Matchmaking will also separate lower- and higher-level participants according to Arche Activity, reducing the likelihood that a new Hard-mode player enters a group whose expectations are based around completely maxed endgame equipment.
That accessibility is strategically important for Season 4. A major update fails to function as a re-entry point if returning players discover that every new activity requires several weeks of catching up before they can even participate.
Trials can instead become part of that catch-up process because one of its primary reward targets is the new Transcendent Weapon system.
Merit Tokens create another reason to repeat Trials
Completing Trials can also provide Merit Tokens, which can be spent through the Merit Exchange on various rewards.
This gives the mode a predictable progression layer underneath its randomized runs. Roguelike systems create variability, but a looter shooter also needs players to feel that an unsuccessful or mediocre run contributed something toward a tangible goal.
A token exchange can provide that guarantee.
The balance between randomized Transcendent Weapon drops, increasing Quality floors and Merit Token purchases could become one of Season 4’s most important progression loops. Instead of repeatedly clearing the same mission exclusively for a low-percentage blueprint, players may be advancing several overlapping systems at once.
That is precisely the type of farming structure Nexon has been attempting to move toward during The First Descendant’s second year.
Void Intercept Battle: EXTREME gets its official competitive layer
Season 4 also expands Void Intercept Battle: EXTREME, which entered beta in July.
EXTREME consolidated the older Hard Void Intercept and Void Abyss structures into one scalable system. At its highest level, players can apply Critical Points that increase the challenge by empowering the Colossus or imposing additional penalties. The higher the configured difficulty, the greater the potential farming efficiency.
August introduces the promised official leaderboard, creating a competitive reason to push Critical Points beyond what is strictly necessary for efficient farming.
This is an important distinction from ordinary DPS optimization. If the sole objective is loot, players generally stop increasing difficulty once additional challenge no longer improves rewards efficiently. A leaderboard provides another motivation: prestige.
The strongest groups can deliberately create encounters that are less economically sensible because completing them at extreme Critical Point values becomes the objective itself.
That gives The First Descendant a clearer aspirational PvE endpoint without turning the game into direct player-versus-player competition.
Last Dawn is the story climax, but Season 4 is much larger than one boss fight
It would be easy to interpret The Great Clash purely as the update where players finally fight Karel. Nexon’s roadmap makes clear that Season 4 is intended to extend considerably beyond the August 20 confrontation.
Ultimate Hailey arrives on September 17, accompanied by two new Ultimate skill modules. One is being designed around easier-to-control area clearing, while the other focuses on an extremely long-range piercing shot. September also introduces Cradle of Evolution, a higher-difficulty dungeon whose task flow changes between runs, along with Lounge Storage Trading and the ability to trade Transcendent Weapons.
October adds further Transcendent Weapons and Trigger Modules alongside a planned monthly balance pass for Freyna. November introduces the new Descendant Monet and Henosis Sanctuary, while December currently targets Ultimate Jayber, Nell skill modules and the ambitious Colosseum-A activity.
Colosseum-A is particularly notable because Nexon describes it as its first PvE-based asymmetric PvEvP experiment: two teams of Descendants compete primarily through PvE objectives, but one player can eventually transform into a giant Colossus and invade the opposing side.
Karel may therefore represent the conclusion of one major story arc without representing anything close to the conclusion of The First Descendant itself.
The mystery surrounding Amon and the Magisters survives the battle with Karel
Nexon has also deliberately warned that defeating Karel will not answer every question.
While the final confrontation unfolds, Season 4 begins revealing more about Amon and what the Magisters have been doing behind the scenes. That detail may eventually become more important than the immediate fate of Karel because The First Descendant’s wider mythology has always contained tensions extending beyond the obvious human-versus-Vulgus war.
The Ancestors, Arche, Ironhearts, the origins of various technologies and the motivations of characters who appear to understand more than Albion’s leadership have repeatedly suggested that Karel is only one layer of a larger conflict.
The Great Clash therefore has two narrative responsibilities. It needs to provide enough resolution that years of pursuing Karel feel meaningful, while simultaneously creating the questions capable of supporting another major saga.
Killing one villain and immediately introducing a larger villain would be the simplest solution. Revealing that the structure of the conflict itself was never fully understood would be considerably more interesting.
Albion being damaged could mark an important change in how the story is presented
One of the smaller confirmed Season 4 details may ultimately have disproportionate narrative value: Albion physically changes after Karel attacks.
Live-service hubs frequently exist outside normal narrative consequences. NPCs discuss catastrophic events, but the same vendors remain in the same clean rooms while players continue crafting equipment a few metres away.
The Great Clash is at least attempting to undermine that separation. The Vulgus offensive leaves parts of Albion damaged, and those damaged spaces become explorable combat environments.
The long-term question is whether those changes persist. A hub that gradually evolves according to the ongoing war could make seasonal storytelling feel substantially more connected than temporary mission dialogue that disappears after one completion.
Season 4 already has the correct narrative justification. This is supposed to be the largest direct assault Albion has endured.
The headquarters should not look untouched five minutes later.
August 20 may be more important for progression than for story
The Last Dawn trailer understandably focuses on spectacle. Karel is the recognizable antagonist, an enormous warship makes a better trailer image than a Quality stat, and a climactic battle is easier to market than an explanation of loot-floor protection.
For longtime players, however, the most consequential Season 4 systems may be the ones operating quietly underneath that story.
Transcendent Weapons add a new weapon tier built around variable rolls and long-term Quality progression. Trials creates a repeatable activity where builds change inside the run. Void Intercept: EXTREME gains a competitive leaderboard. The Mega Dungeon experiments with making a major mission memorable before reducing it to farming efficiency.
Those systems collectively attack several of The First Descendant’s persistent structural challenges: repetitive farming, limited weapon relevance beside powerful skill builds, endgame activities that become solved quickly and progression systems where repeated bad RNG can feel like no progression at all.
Whether Season 4 actually solves those issues cannot be determined from a trailer. The Quality system could still become grind-heavy. Trials could develop one dominant Variable Code meta. The Mega Dungeon could lose its appeal after the first cinematic clear.
But the direction is much more significant than simply adding another Descendant and another Ultimate Weapon.
The Great Clash is asking The First Descendant to prove what its second year can become
The First Descendant has spent two years expanding outward. More Descendants, more Ultimate variants, more weapons, more dungeons, larger battlefields, vehicles, Ancestors Modules, trading and increasingly elaborate endgame systems have steadily transformed the game that launched in July 2024.
Season 4 now needs to connect those systems into something players want to continue using.
Operation Last Dawn provides the narrative excuse. Karel brings his warship to Albion, the Descendants infiltrate it and the confrontation the game has been promising finally begins. Raven joins the roster with a close-range firearm identity capable of taking advantage of the new weapon ecosystem. The first 11 Transcendent Weapons create a progression chase designed to last beyond one research timer. Trials takes established builds and temporarily mutates them through roguelike decisions. EXTREME gives the strongest squads a leaderboard to climb.
And behind the battle, Amon and the Magisters ensure that even victory may not mean understanding what has really been happening on Ingris.
The First Descendant Season 4 Episode 1: The Great Clash launches August 20, 2026 on PC, PlayStation 5 and Xbox Series X|S/Xbox PC.
Karel has finally brought the war to Albion.
The operation is called Last Dawn.
If the title is accurate, the Descendants are planning to make sure there is no second attempt.