Hybrid Risk System Now on Laughing Skull!

Like Playing Hybrids?

Hybrid Risk System Now on Laughing Skull



Season 3’s Hybrid-Risk system has been a resounding success; for the first time in Ascension’s history, players can switch seamlessly between High-Risk and No-Risk on the same realm, experiencing Ascension the way they want to, while still sharing things like battlegrounds, dungeons, auction houses, and towns. With its success during Season 3, the system is now moving to Laughing Skull so that players can try out Hybrid Risk for the first time on our Legacy Realm!


Try out the Hybrid Risk System on Laughing Skull!


Everybody loves winning gear in a PvP encounter! On the flip side, few people enjoy losing it. For new players especially, losing gear on High Risk meant the end of their adventure--one or two deaths and a few pieces of gear lost, and they’d hang up their cloaks for good. However, with the Hybrid Risk System now in place, newer players on Laughing Skull will have the option, after losing a piece of gear, of jumping into No Risk. There, they’ll have some time to lick their wounds, farm up some gold, purchase new gear, and adjust their spec a little before leaping back into High Risk.


The Hybrid Risk System will offer a space for players to recover after a defeat.Although players in No Risk mode won’t be able to loot gear off of World Monsters or participate in events like Crow’s Cache, they will have space to rest and recover before jumping back into High Risk. While in No Risk mode, player’s won’t drop gear, and can use the Hybrid Risk System to better recuperate after a particularly devastating loss.


The Hybrid Risk System is available at level 20, and can be switched in major cities. For those of you unfamiliar with the nuances, here’s a quick overview:

Hybrid Risk System


Select your Path!


The Hybrid Risk System is a Season 3 mechanic that allows players to choose whether they want to play with a High Risk or No Risk ruleset. At level 20, a player decides which style they’d like to play in. Once they choose, they’ll be placed in that ruleset’s ‘Phase’. While out in the open world, questing or slaying monsters, players will only see and interact with others who have selected the same phase. If you chose High-Risk, you’ll only see other High-Risk players. If you chose No-Risk, you’ll only see other No-Risk players.


Additionally, the Hybrid Risk system allows players to change their ruleset at their leisure. In major cities, players can find an NPC that can swap their phase, allowing High Risk players to take a breather in No Risk. Players now have the choice of which style of play they'd like to engage in at any given time.



Switch Phases When YOU Want


It is worth noting that High Risk and No Risk phases only apply to players in the open world.Cities, Battlegrounds, Dungeons, Raids, Guilds, etc will all be activities that all players can engage in, regardless of what phase they happen to be in. If three high risk players want to run a dungeon with two no-risk players, they can, although the two groups will be unable to interact or even see each other until they phase into the dungeon. Additionally, Battlegrounds will be a place where everyone can test their PvP mastery.


Finally, a few final notes:

  1. PvP Loot Drop in the world will only be active for players in High Risk.

  2. Players playing in No Risk will not find Dungeon and Raid items in the open world.

  3. Items will remain unsoulbound regardless of which phase you are playing in

  4. Players will see eachother in cities, towns, battlegrounds, dungeons, raids, etc. regardless of phase


Good luck out there, heroes!






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A New Challenge Awakens on Seasonal!


The Broodmother Stirs

Onyxia Comes to Seasonal Realms




Deep within the Wyrmbog, the daughter of Deathwing rests. Her charade within the Alliance unmasked, she now waits for Adventurers foolish enough to challenge her. Whether Horde or Alliance, the time has come to gather your allies, and slay the dreaded Onyxia!


Onyxia is coming to Ascension’s Seasonal Realms!


Get ready to tackle the Broodmother, heroes--next Saturday, May 25th, Onyxia is releasing across Elune, Shadowsong, and Whisperwind! Finish up your attunement quests and get your raids ready, because you’ll need every ounce of your power to bring her down!


Additionally, for those of you who prefer the risky lifestyle, with Onyxia’s release, her loot will be available in the open world for High-Risk players! Upon her release, players will have a chance to snag items from Onyxia’s Lair off of monsters of a high enough level--but be warned, these items will be rare!


We’re excited to see if players are capable of slaying the Daughter of Deathwing in Wildcard Mode. Good luck, Heroes!





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Vanity Collection Merged Across Season 3!


Travel at your Leisure!

Vanity Collection Merged Across All Season 3 Realms




We have an INCREDIBLE number of players on Ascension’s Seasonal Realms. As such, many of you have been bouncing back and forth between multiple characters--whether to play with friends, try different builds, or experience one of the other realms. A good portion of you are having fun playing across two, or even all three of Ascension’s Season 3 realms: we want to help you enjoy that a bit more!


We’ve merged the Vanity Collection across all Seasonal Realms!


Not too long ago, we pulled the Vanity Tab data from each of our seasonal realms, combined it, and put it back--that means that all of the Vanity Items you have on one seasonal realm, you have across ALL seasonal realms. No matter which Season 3 Realm you visit, you can find your Book of Ascension, Mounts, Pets, and other Vanity Tab items there!


Additionally, with Recruit a Friend being account wide, there’s never been a better time to jump into an adventure.


We hope you enjoy your Collection Items across Season 3, heroes. Have a blast, and good luck with your rolls!






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Guide: Book of Ascension Transfers


How to Get your Book of Ascension

On Other Seasonal Realms




Over the past few days, we’ve seen many tickets from players wondering how to get their Books of Ascension (and other vanity items) from one Seasonal Realm to the next. We’re here today to let everyone know exactly how to do that!


If you had a Book of Ascension on Elune, here’s how to access it on the other Seasonal Realms:


Step One: Open up your Character Advancement Tab and Click ‘Collections’



Step Two: Click the “Vanity” Tab



Step Three: Find your Book of Ascension and hit “Deliver Item”


And it’s as simple as that! The book will appear in your inventory, and you’ll have a quick way to learn abilities on the fly.


If you see a new player wondering how to get their Book, be sure to send them to this article!


Take it easy out there, Heroes!





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Third Time's the Charm!


Good Things Come in 3’s

Ascension Opening its Third Seasonal Realm




It seems two realms are not enough to hold everyone! The influx of new players to Ascension hasn’t stopped. Despite Shadowsong opening only two days ago, it reached capacity on its first day, with queues today on both of our Seasonal realms exceeding over 350 players each. That’s too long to wait! While we continue to increase the capacity of both realms (around 100 players a day now), we want to make sure each and every Hero on Ascension is able to enter the world and explore the project. For that reason, we are opening a third Seasonal Realm.


Whisperwind is a brand new realm that is exactly the same as Elune and Shadowsong: same ruleset, same options, same everything. Here, players will be able to start their Wildcard journey from scratch, creating a new hero and traveling Azeroth on a new adventure. Heroes will have a chance to roll new abilities, attempt new builds, and snag Achievements and World Firsts they might have missed on our other Seasonal Realms.


Additionally, the Vanity Collection will again be copied over in full--this time from both Elune AND Shadowsong. Once Whisperwind goes live, we’ll be taking the Vanity Collection data from both Elune and Shadowsing, merging them, and applying the merged store to Whisperwind. Basically, if you’ve got the Book of Ascension, or any cosmetics, mounts, pets, etc. from our Donation Store, you’ll continue to have those items on Whisperwind.


As the season continues, the player cap of each Seasonal Realm will continue to expand. If an opportunity arises, we will not hesitate to merge any of them (or all of them) together, if we’re able.


If you’ve been waiting for a chance to roll the dice, or love the rush of a fresh start, you’ll find everything you love about Season 3 here on Whisperwind!

Whisperwind is launching Wednesday, May 1st, at 12:00pm CST / 7:00pm Realm Time! We’ll see you there, Heroes!






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Bonus EXP Week is LIVE!


Forward, to Glory!

Bonus EXP and Honor Weekend




Season 3 rages on! As players on both Elune and Shadowsong continue to roll the dice, heroes across Azeroth are climbing to level cap through quests, crafting, dungeons, and PvP. Starting zones are bursting with new players, and Heroes who have made it to 60 are fighting tooth and nail to get themselves the best gear.


With so many players determined to reach their goals, we thought we’d offer a little help.


We’re activating bonus EXP in both Dungeons and Battlegrounds!


This event will last throughout the entire week, so get ready to put your nose to the grindstone! This weekend, you’ll receive heaps of bonus EXP while slaying monsters inside dungeons, or slaying players inside BG’s. Specifically, players on Elune and Shadowsong can score 25% more experience inside dungeons, and x2 exp in Battlegrounds!


The bonus EXP event is live NOW, so get out there and get some levels!


We hope this event boosts your forward, Heroes! Good luck!






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A Second Chance, A New Season


An Important Announcement!

Don’t Worry, It’s a Good Thing


Season 3 is MASSIVE, Heroes!


Since the launch of our third seasonal realm, Elune,  Ascension’s population has been skyrocketing at a rate of nearly 3,600 accounts per week. We’ve seen more than 25,000 unique players roll on Elune. As more and more players embark on their Wildcard journey, we’ve been keeping up by increasing Elune’s player cap by at least 200 players each and every day. Yet queues as high as 750 players are still frequent--while we work on solutions to further hold more players on a single realm, we have a short term, temporary solution to help out Heroes who are itching to roll the dice:


Shadowsong, a second Season 3 Realm, will be opening soon as a destination for the massive seasonal population!


Shadowsong is a brand new realm that is exactly the same as Elune: same ruleset, same options, same everything. Here, players will be able to start their Wildcard journey from scratch, creating a new hero and traveling Azeroth on a new adventure. Heroes will have a chance to roll new abilities, attempt new builds, and snag Achievements and World Firsts they might have missed on Elune.


Additionally, the Vanity Collection will be copied over from Elune IN FULL--meaning that your Book of Ascension, pets, mounts, costumes, and vanity items will all be available on any new Shadowsong character. If you’ve got a store item on Elune, you’ll have it on Shadowsong.


As the season continues, we’ll be working expand the player cap on both Seasonal realms. If we are able, we will be merging the two realms towards the middle of the season. If you’ve been waiting for a chance to roll the dice, or love the rush of a fresh start, you’ll find everything you love about Season 3 here on Shadowsong!

Shadowsong is launching TODAY at 12:00pm CST / 7:00pm Realm Time! We hope you’re ready, heroes, and we’ll see you there!






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The Blood Bowl Beckons on Andorhal!


The Bloodsport Begins

Gurubashi Blood Bowl Comes to Andorhal




The greatest sport in the Troll world is coming to Andorhal--get ready to throwdown in the Gurubashi Blood Bowl!


First introduced in Season 2, the Gurubashi Blood Bowl is a unique event that occurs spontaneously in the Stranglethorn Arena. When it begins, an announcement will ring out across Azeroth, calling competitors to the Gurubashi Arena.


The Battle be Starten’ Soon, Mon’!


Once the brawl begins, step into the arena to receive the Gurubashi Gladiator buff. As long as you stay inside the Arena, you’ll get [Mystic Orb Shards] for slaying other players. With each player you slay, you’ll get another stack of the buff, and for every stack you have you net even more orb shards from player kills. See how high you can stack Gurubashi Gladiator, and get tons of [Mystic Orb Shards]!


But be warned, heroes: if you leave the arena for any reason, voluntary or forced, your stacks will be reset to 0. Stay strong, and don’t get slain!


The Gurubashi Blood Bowl is a gladiatorial competition: when it ends, the Hero inside of the arena with the most stacks of the Gurubashi Gladiator buff will receive a chest that only they can open filled with loot, gear, and prizes. It pays to be the champ!


The Gurubashi Arena is outfitted with everything players need to fight to the death: Banks, Arena Queues, and Vendors let players gear up from losses, and get back into the fray. Additionally, the area around the arena is a Sanctuary, meaning players can’t attack each other as long as they’re outside the ring, so feel free to equip some really great gear before diving into the Blood Bowl!


Just be careful on the walk there--the rest of Stranglethorn is fair game!






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Mystic Enchantment Guide


The Mystic Enchantment System

A Truly Enchanting Experience




Mystic Enchantments are a huge part of Ascension--both in customizing your hero and powering them up.These magical effects can drastically increase your strength, and due to the overwhelming number of new players on Ascension, we wanted to review just exactly what Mystic Enchantments are--what they can do, and where you can get your hands on them:


Add Unique Effects to Weapons and Armor




Mystic Enchantments are magical effects that bind themselves to weapons and armor. Obtained by finding them on gear in the world, or by infusing them into equipment yourself, they can augment your Hero’s abilities, improving certain skills or increasing your natural strengths.


Every enchantment has a unique effect. By collecting Mystic Enchantments that improve the abilities you use most often, you can take your hero to new heights of power.

Mystic Altars


In order to make use of Mystic Enchantments, you’ll need to find a Mystic Altar. These pedestals of power allow you to utilize [Mystic Runes], [Mystic Extracts], and[Mystic Orbs]--the three items you’ll need to improve your hero.


A Mystic Altar: Good Luck Finding Them…


[Mystic Rune] - Rare stones containing the power of a Mystic Enchantment. Break the stone over a piece of gear atop the Altar, and see what enchantment rests within.


[Mystic Extract] - Obtained after breaking enough Mystic Runes, Extracts allow you to harvest the power of an Enchantment, removing it from your gear and adding it permanently to your collection. Once you extract a Mystic Enchantment, you can use [Mystic Orb]s to place it onto a piece of gear--as often as you like, as many times as you like.


Break Enough Runes to go up a Level, and Receive a [Mystic Extract]


[Mystic Orb] -  A rare orb pulsing with Arcane power. Can be used to place an Enchantment from your collection onto a piece of gear you own.


Choose the Power YOU want, and Get it

Mystic Enchantments...

  1. ...of the same name stack to a maximum of three(3) (Regardless of Rarity)

  2. not stack if they are Legendaryor say Does Not Stack

  3. ...can be applied with [Mystic Runes]

  4. ...can be harvested with [Mystic Extracts]

  5. ...can be placed from your collection onto your gear with [Mystic Orbs]

  6. ...have tiers from White(Common) to Legendary(Orange)

The Current Active Enchantment will Appear in the Bottom Right Corner of an Item

Hover Over it to See How Many of that Enchantment you Have


To really power up your Hero, you’ll need to collect Mystic Enchantments relevant to your build. Snatch them up by using Mystic Runes, or by finding them on a piece of gear out in the world, harvest them, and apply them multiple times to your gear. The strongest Heroes will utilize Mystic Enchantments to rise above their peers, and truly power up their heroes.


Good luck finding your Enchantments!






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Balance: Looking Back and Looking Forward



We’re here today to talk to you a little while on our recent balance updates and our upcoming ones, so let’s get right into it.



Looking Back


Let’s talk a little about some of our recent changes. First, there have been many changes in the past few weeks to hunter pets. At first it was apparent hunter pets were a bit underwhelming after some scaling adjustments and a few pesky bugs which made their way through. Recently there have been some updates to some of the most popular pet damage increasing talents like Unleashed Fury, Ferocity and Frenzy, which you can read about in our changelog. These changes should help bring the power level of heavy pet investment builds to more acceptable levels while also giving those build types more room to invest into other areas like utility, sustain, or self-damage improvements. All that said, the state of these builds will be monitored to ensure their power level reaches our standards and will make make additional adjustments as needed.


Also, there has recently been some minor adjustments to improve the functionality of some talents and abilities, to help bring up the power level of some underperforming builds, and to bring down the power level of others. Lately Thunder Clap based builds, both the pure dps and 2H tank variants, have been over performing. So much that other tank builds have been falling behind, and so adjustments were made to bring down their damage to more acceptable levels. An important thing to account for in the power level of Thunder Clap specifically is the cleave it provides, which cannot be avoided, and the utility it offers with and AoE attack speed slow. Again, the state of this build archetype will continued to be monitored to ensure its performing to our standards, particularly in PvP.


Water Shield, Frostbrand Weapon, Improved Mind Blast, Cheap Shot, Shadow Protection and Dirty Deeds are a few of the talents and abilities in which have seen some improvements this past week to help them feel like they better fit their purpose or so they simply feel better to play with.


  • Water Shield now has 5 charges baseline, up from 3.
  • Frostbrand Weapon now grants Frost spell damage.
  • Improved Mind Blast no longer requires you to be in Shadowform to trigger its healing reduction effect.
  • Cheap Shot now costs 50 energy, down from 60.
  • Shadow Protection now lasts 30 min and Prayer of Shadow Protection now lasts 60 min, up from 10 and 20 respectively.
  • Dirty Deeds now also gives your Shadowstep a 50/100% chance to generate 30 energy when used.


Now let's see what’s planned for you in the near future regarding balance on Ascension.


For some time now we’ve seen a handful of casters become a prominent part of our PvP meta, while occupying varying positions in the PvE meta. In fact, many builds became outclassed by their caster counterparts as they were able to outsustain most other build variants while still being able to put out some of the highest amount of burst damage. There are some big changes coming to help shake up the PvP meta once again and to help properly adjust the power of casters in PvP and PvE.


Spell Mastery


Spell Mastery was originally introduced as a blanket fix for solving a few problems.


  • Before Spell Mastery, engaging in PvP combat with a Shield equipped was the only way to go--you simply could not gain the same benefit from using an Off-Hand or even a second weapon as a caster.
  • Staves had no place in the game and were objectively worse than other options: less stats, and players lost a Mystic Enchantment slot when using one.
  • Casters used to be much weaker than their melee counterparts.


Once Spell Mastery was added the strength of casted spells revolved heavily around it--so much in fact that builds were determined by how much benefit they received from Spell Mastery. This meant the power of spells was coming from Spell Mastery rather than the spells themselves.


For that reason, we’re moving the power of Spell Mastery onto individual spells in the form of lower base casting speed, or damage increases. Here’s the specifics:


  • Spell Mastery as a single 2 AE Ability is being removed.
  • Damaging spells, and several utility spells, with a cast time are being individually changed with either a damage increase, or a lower base cast speed.
  • Spells which require additional adjustments through PvP damage modifiers will be changed accordingly.


This change will allow for large scale rebalancing of casters in both PvE and PvP, and will let their strength come from their own combination of talents and spells, rather than relying on a custom, third party bandaid. Additionally, end game PvE content will have adjustments made to ensure these changes do not interfere with progression, and PvP adjustments will be made on a case by case basis to ensure the meta settles to a healthy spot.


Rather than relying on a general talent that affects all casters equally, players should see a lot more attention being given to the individual spells that comprise their build. These changes will help adjust builds that are over performing PvP, and improve the power of underperforming builds. Specs that rely on Shadow DoTs, which historically have overperformed in PvP but underperformed in PvE, are expected to fall in line in the new meta with power levels increasing in PvE, but decreasing in PvP. Other builds like Balance druid, which had issues going under the GCD with Wrath in PvE but had to deal with long Starfire casts in PvP, will come better to their own in both environments as well.


Individual spells weren’t the only problem which needed to be solved with the removal of Spell Mastery. We also had to find a way to still discourage all casters to run around with shields in PvP for massive Physical damage reduction, but also to ensure Off-Hands and Staves remained viable picks for casters instead of simply dual wielding weapons with enhancements. To solve this players will have a few new passive auras applied to them. First, players will have a global 10% reduction in all magical damage and healing while a shield is equipped. To address the innocent bystanders of this change, tanks, there will also be a baked in 15% total threat increase while wielding a shield. This will subsequently also make Sword and Board and Bear tank closer to on par with 2H tanks and also allow their threat to scale better through content to make the ever scaling dps. There will also be two more global auras as well, one for Staves and one for Off-Hands. While a Staff is equipped you will get a flat 6% damage and 4% healing increase and while and Off-Hand is equipped you will get a flat 4% damage and 2% healing increase. This should help offset the power lost by not dual-wielding and the additional power lost from the RE slot you have to forgo with using a Staff.


Looking Ahead


While our main objective at the moment remains to complete the changes regarding Spell Mastery, there are a small amount of additional things we are looking into as well. One of which is to close the gaps between our three most prominent tank builds: Bear, 2H, and Sword and Board. A bit of this work has been done already when he AP scaling and threat of Swipe was increased and when the threat and 2H scaling on Thunder Clap was reduced. Some of the things we are looking at changing as well are additional talents and REs used by tanks. Blademaster currently provides a bit more power proportionally on average to 2H tanks than to Sword and Board builds. We’re looking to increase the power of Sword and Board tanks to bring them more in line with 2H tanks. We’re also looking at lowering the amount of power provided by the Tactical Mastery talent to 2H tank builds. When the talent was originally reworked it needed to have a lot of power baked in to ensure 2H tanks would not only be viable, but to ensure they were appealing enough to play. Now that 2H tanks have established themselves as the premier PvE tank there is some room to wiggle in regards to its power. Bears have also seen several reduction in power levels over the course of Ascension release, and now find themselves at a point where they can’t quite compete in high end raids. We’re looking to increase the amount of dodge Bears have available to them to make up for some previous Agility nerfs and we’re also looking to bring back some mitigation which Bears have lost over the course of release.


And lastly, before our discussion comes to an end, there are a few other miscellaneous changes we’re looking at as time progresses. Stealth is something that has remained a major factor in high-risk PvP since the long ago time of beta. We have recently spent some time looking into some adjustments we can make to Stealth and its corresponding talents. We believe we have a solution which will move power into Stealth based talents so players looking to play Stealth based builds can improve their Stealth, and have it feel meaningful, when they invest into it. We’re also taking a look at the Spirit Dash RE and the power granted by caster weapon enhancements and their respective talents.


In conclusion, there are a lot of big changes happening on Ascension. We will continue to update you guys on our direction and philosophy when it comes to balance and we look forward to seeing you all on Season 3!