Rise of the Damned





The Plaguelands stir.


Above the fetid air looms a terrible evil, casting its shadow over the corrupted soil. Corpses stir from battles past, ripped from their slumber by necrotic magics. The dead return to life, and the plague that once claimed Lordaeron creeps through Azeroth once again.

The Scourge Invasion begins.


It is up to you to drive it back, heroes. From his citadel Naxxramas, Kel’thuzad sends soldiers of the Lich King to every corner of Azeroth. They drift through the sky in Black Necropoli, blistering with undead magic and summoning corpses wherever they fly. You must track down these bastions of undeath and destroy the Necrotic Crystals that power them. Shatter the crystal, slay the Scourge Commander, and destroy the Necropolis.


Treasure and glory await you if you succeed.


The Scourge Invasion has come to Ascension!


Like the Qiraji Invasions before, the Scourge Invasion has been outfitted with several custom Ascension features. To begin, contribution tracking will be returning as a measure of how large your reward is once the final wave and boss is slain. Second, defeating a wave will award all contributing players a scavenged crate based on their contribution, which has a chance to contain all manner of incredible gear. Third, invasion points will appear all throughout the world for all levels: whether you’re leveling up, or already 60, you’ll be able to participate in the Scourge Invasions!


Speak to the Argent Emissary in your Capital City to find a Scourge Invasion near you.

Good luck, heroes.






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Just Can't Resist You (Except Now you Can)



Resistance is (not) Futile

Resistance Overhaul and New Resistance Calculations




Resistance is one of those vanilla features that’s strangely esoteric. Is it good to have? Absolutely! How good is it to have? Well, it helps you resist spells! Okay, but what exactly does that mean?


Here are the basics:


Resistance as a mechanic is capable of two things: for spells that only deal damage (like Fireball or Shadowbolt), resistance can help you partially resist the spell, negating a portion of the damage it deals. For spells that have a debuff (like Frost Nova or Slow), they can be resisted entirely or not at all (these are called ‘binary’ resists).


It’s no surprise then that stacking Resistance can be immensely powerful--in PvP to fully resist spells like Death Coil, Shadowfury, and Dragon’s Breath, and in PvE to partially resist high-damage boss spells or AoE. However, just how powerful it can be is a matter of quirky random chance. Although players could stack resistance to get a sort of damage reduction out of it, the method by which the game calculated the effectiveness of their resistance, and the amount of damage resisted,was a strange jumble of damage thresholds and random rolls. If you didn’t understand anything in that last sentence, don’t worry--we’re changing it anyway!


Resistances have been overhauled to rely on a new formula, which makes partial resists more reliable, obvious, and consistent. From now on, Resistances will grant flat damage reduction.


This change is being applied only to partial resists--binary resists will remain unchanged.


This new system makes the damage reduction granted by resistance a lot simpler. Essentially, resistances function similarly to armor now, granting % damage reduction based on how much of a given resistance you have. So, if you switch on Shadow Protection Aura and find yourself with exactly 60 Shadow Resistance, you can rest happily knowing you’ll be taking exactly 12.587% less shadow damage from all sources.


We hope this new system will allow players to more accurately predict how much resistance they’ll need for things like elemental raid mechanics (fire damage in Molten Core, and Frost effects in Naxxramas), and how much damage their own elemental spells will deal. Although the mitigation resists apply is lower in the beginning--so that players will have to do more than just switch on their paladin auras--resistance is now set up so that the more of a given resistance you have, the more effective each point of it becomes. Additionally, we hope the change makes resistances more predictable in PvP--players looking to overcome certain spell schools can stack resistance to that school, and casters of that school will be able to rely more on spell penetration and effects such as Curse of Elements to guarantee more damage.   


To summarize, the RNG nature of resistances is being substituted for a system that is predictable, consistent, and measurable!


Good luck out there, heroes!






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End of Season Updates to Laughing Skull!


Treasure and Temples, Ruins and Rares

Updates to Laughing Skull on the Horizon


Heroes of Laughing Skull!


With Season 2 Ending, and a slew of new characters on their way to Legacy Realms, it’s time once again for some updates! While this first batch targets Laughing Skull in particular, players on both realms can look forward to more updates for their realm coming soon.


Lets jump in!


Temple of Ahn’Qiraj Loot added as World Drops!


Let the whispers of the Old Gods embrace you, heroes; AQ loot will soon be available as world drops!


Soon, loot from the Temple and Ruins of Ahn’Qiraj will be added to the loot templates of world monsters: that means you’ll be able to snag even rarer gear from monsters roaming Azeroth. However, AQ loot drop rates will be based on the ilvl system, so if you’re looking to nab a new cloak, trinket, or ring, you’ll need to head out in your best gear. The risk might be worth it though, heroes; Ahn’Qiraj items are the strongest currently available.


Loot from Ouro and C’thun will be added at a later date. Additionally, for set pieces, the actual set piece will drop, rather than the quest item used for turn-in.


Rare Spawn Tweaks and Randomization


Rare Spawns on Laughing Skull are pretty exciting to spot--they award bonus EXP when slain, have a higher chance to drop epic loot, and because of that, feel really great to find and slay. With the coming update to Laughing Skull, Rare Spawns are changing in a few different ways to make them easier to encounter, and more satisfying to conquer.


  1. All Rare Monsters level 50+ have random respawn timers

    1. Rather than leave Rare Spawns on predictable, calculable timers that savvy players can farm, Rare Spawn Timers are getting a bit of chaos added to them. Now, after a Rare Spawn dies, the time before it respawns will be random. That means a higher chance for more players to  see and slay them, and less possibility for a few players to farm them on rotation.

  2. Lowered the Respawn Timer for many high-respawn-timer Rare Monsters

  3. Tweaked some special Rare Monsters

    1. Duke Ragereaver, Baron Bloodbane, and Death Knight Soulbearer have had their levels adjusted to 59, and will drop loot accordingly

    2. Tidelord Rrurgaz is now Rare and will drop loot accordingly


Elemental Invasion Overhaul


Every so often, Azeroth is attacked by Elemental Invaders. Similar to World Events, these creatures pour in from the nether in specific locations and wreak havoc, until adventurers put them down. These Invasion Points are great places to nab some Mystic Orb Shards, and on High-Risk, a great place to snag some epic loot--each invasion has an associated World Boss, known for dropping tasty treasures. These Elemental Lords can be solo’d by skillful adventurers, and if they go down, they have a very high chance to drop epic dungeon loot.


With this update, however, Invasion Bosses will be a bit trickier to lure out into the open: now, in order to coax them out, you’ll need to halt their underlings.


Every time you slay an Elemental Invader, the Elemental Lord has a chance to spawn. With each invader you kill, the chance grows, until finally the Lord shows itself. The final battle, then, is up to you.


What this means for players is this: if you see an Elemental Invasion announcement ring out, you won’t have to worry that someone will have slain the boss before you even get there. Any player who arrives first will need to slay Invaders, giving other heroes a chance to join the frey. With more people tackling Invaders, forcing the boss to spawn, there’s a higher chance of players running into each other--meaning either more friends, or more enemies. Can you put aside your differences long enough to slay a boss? Or will you arrive a little afterwards and slay those who got there before you, taking the Boss for yourself?

These updates will be arriving to Laughing Skull later this week! We hope you’re excited to delve out into the open world and collect your newest gear set. Don’t forget to ignore those whispers when you’re covered in Ahn’Qiraj epics--they might drive you mad.






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Would you Like to Save Your Progress?


Instance Checkpoints are Live!

Would you Like to Save your Progress?




Have you ever been close to clearing an instance, only to wipe on a boss a few times and spend just as much time as you did attempting it running back to fight it? Have you ever longed for some kind of ‘save point’ where, if your group wiped, you could start from there instead of running all the way back to the instance and then through the instance? Sure, it’s not so bad if your group wiped on the first boss--but what if it’s the final boss? That’s so much time running! How much time have you got to waste running?


Here on Ascension, we believe as much in small, quality of life updates as we do in large, foundation-shattering ones--see our Foundations article for the latter. We also believe that it’s 2019, and while the walk-of-shame back to a boss room might have been a necessity of 2005 era gaming, it isn’t needed now.


Introducing Instance Checkpoints.


Instance Checkpoints are simple: every time you engage a boss in a raid, you’ll unlock a checkpoint near that boss. If at any point after that members of your group meet an untimely end, they’ll have the choice to revive at the checkpoint instead of the nearest graveyard. That means, if your raid wipes on a boss, you’ll be able to revive at that boss’s checkpoint, buff up, and give it another attempt. Plain and simple!


This change is a quick and easy quality of life one. Our hope is that it will give raiders more time to raid, and remove the often disheartening struggle to regroup after wiping on a boss. It’s tough enough to manage 25 people, and we want guilds to be able to progress through raids without the demoralizing addition of 5-10 minute walk-backs. Now, with the Checkpoint system, guilds will be able to rez, buff up, and try again with a lot less downtime.


We hope you guys enjoy the Checkpoint system!






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All Seasons Change!

Rather watch the Article than read it? Check out our newest series, Ascension Archives!



The Gauntlet Ends

Season 2 Concludes, and New Updates Await!




Season 2 has come to an end, and with it, the closing of our seasonal realm Bloodscalp! We hope you all had an amazing time throughout Season 2: whether you were completing quests on the new Hero’s Call and Warchief’s Command boards, tackling World Events, wrecking PvP, or Protecting the innocent--whether you were embracing the chaos of Wildcard mode, or perfecting your pristine, preferred build, or even starting on Ascension for the first time, we hope Season 2 was an amazing experience for you.


Here are the features we implemented from Season 2 to our Legacy Realms!


  • The Hero’s Call and Warchief’s Command Boards are live on Legacy Realms

  • World Events have found their home on both Laughing Skull and Andorhal

  • The Karma System will be coming to Laughing Skull

  • All characters from Bloodscalp will be moving to both Legacy Realms


With the closing of Bloodscalp, characters on the realm will be transferring to BOTH Laughing Skull and Andorhal!


Rest assured, heroes, that your adventure isn’t over. Bloodscalp might be closing, but your characters will be whisked away safely to their new homes on our Legacy Realms, Laughing Skull and Andorhal. For those of you looking to continue your High Risk adventures, Laughing Skull is the place to go for epic world PvP, FFA PvP, non-soulbound items, the Outlaw and Protector system, and loot drop on death.


However, if you’re looking to leave the high (risk) life behind, or you just got some sweet gear and don’t want to lose it, you can continue your quest for power on Andorhal with all of Ascension’s classless features, without the loot drop on death.


All of that said, however, the truth is you won’t have to make a choice on which realm to go to--since characters are transferring to both legacy realms, you’ll be able to try each out to find which one is right for you!


Character transfers will be happening on [DATE]. You WILL need to manually transfer your character by logging into the Ascension Website, navigating to the store, and selecting LEGACY TRANSFER (which will cost 0DP).


Before that happens, there are a few things left you need to do!


  1. Make sure you have empty character slots on both Laughing Skull and Andorhal, so that your character is transferred properly. Don’t lose your character just because you needed that 10th Bank Alt!

  2. Spend your Seasonal Points! Seasonal points don’t roll over to next season, and there’s no benefit to saving them. Make sure to spend them all on the stuff you want!

  3. Players intending to play on Andorhal should note that any traditionally soulbound items you have will become soulbound upon transferring.

  4. Guilds and Guild Banks will NOT transfer over to the Legacy Realms, so make sure you make plans with your friends to meet back up on the other side!

  5. Personal banks DO transfer to legacy realms.

  6. MAIL will be subject to arcane nether magic, and may not make it to Legacy Realms. It’s probably wise to empty your mailbox.


Finally, don’t hang up your cloaks just yet: Season 2 may be ending, but we have a slew of new updates coming very soon. In fact, the merge will kick off some major updates to Ascension, so once you hit your new home, get ready to explore some brand new changes!


If you have any questions, please feel free to hit up our GM’s on Discord. Otherwise, we’ll see you on our Legacy Realms, heroes!









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