End-Game

Ashen Empires End-game guide
These are the following tasks and concepts that need to be completed and understood in order to successfully participate in end game activities with a guild.

A. Level
Recommended minimum 105 – Anything under that can be burdensome to fellow guild mates, and can be demoralizing to a new player, as they will likely die a lot.

B. Achievements

  1. Quests
    Required:
    Dragonland Quest – https://ashenempires.fandom.com/wiki/Key_to_Dragon_Land
    Digmaster (Talazarian Dungeon) – https://ashenempires.fandom.com/wiki/Talazarian_Digmaster
    Artonian (Mukk) – https://ashenempires.fandom.com/wiki/Artonian_Quest
    Ho1 Quest (Dunkleklinge) –

Recommended:
Farstead Keep Quest (TR access) – https://ashenempires.fandom.com/wiki/Unlock_Farstead_Keep_Door

  1. Ranks
    Master (2500) of Dragons
    Master (2500) of Demons
  2. Items
    Required:
    Werewolf Totem
    Moonsilk Sail
    Class specific Consumables (Totems, Pie, Brews)
  3. Skills
    Recommended:
    Sailing

C. Roles

  1. Tank
    Responsible for maintaining aggro of the boss during a boss encounter.
  2. Healers
    Primary responsibility is the health of the tank/tanks. Secondary responsibility being the health of other roles.
  3. DPS
    Responsible for ensuring damage output on a boss and any Adds after control is established by the tank(s).
  4. Support
    Responsible for maintaining de-buffs on boss.

D. Boss Encounter Phases

  1. Initiation/Pulling
    This phase is the initial phase of a fight. This phase begins as soon as the tank lands their first hate generating attack/ability. Generally this phase is used to position bosses, and allow for other participants to get into position. Participants should be weary of doing anything that could potentially generate more hate than the tank. This means healers and DPS should allow enough time for the tank to secure aggro of the target. If the boss aggro is lost, it can be very difficult in some situations for a tank to re-establish control of the boss and generally will cause a wipe of the party.
  2. Tanking
    Tanking in Ashen Empires is relatively easy once the fight is initiated. Tanks need to gear according to the damage type that the boss deals, as well as utilizing a weapon with accordance to the specific weaknesses of the boss. Once the resistance cap is reached for the damage type of the boss, tanks should then prioritize stats Str, Con and AC depending on the fight. Tanks need to generate as much “hate” as possible in order to keep the attention of the boss. When determining a tank, ability to generate hate is a large consideration. If a boss has resistances to melee types, then a mage tank may need to be utilized, and a different hate generation strategy may need to be used.
  3. Silence
    Some bosses cast silence, which prevents mages from being able to DPS, and more importantly heal the tank. Positioning strategies will need to be utilized during encounters with bosses that silence. For the majority of these fights, the tank will take care to position the boss just off screen/out of range of the mages so they can continue healing/dps uninterrupted.
  4. Berzerk
    The majority off bosses will become enraged once a threshold of remaining health is reached, and go into “zerk”. That threshold is generally around 1/3 remaining life. While a boss is in zerk, repetitively for short periods of time, they hit in all squares around them and in some cases extending to multiple squares, they can hit for additional times, and/or hit for an increased amount of damage. The boss will continue to go into zerk until it dies, or regains enough health to put it above the enrage threshold. This damage can also be amplified by the amount of players and followers in range of the boss, causing overwhelming quantities of damage to the tank. Prior to zerk all players need to withdraw themselves as well as their followers from the boss attack range and begin doing ranged damage (see pounce for caveats).
  5. Healing
    While healing, resistances can be less important. The assumption being healers should not be being hit. Healers should prioritize Int, and critical healing stats. Additionally, Healers should make it a priority to max out the healing increase body feats. These feats provide quite a bit of additional healing power. Healers also need to be aware of the hate generation of their spells. If you land a large heal before a tank can generate enough hate, it is possible to steal agro.
  6. Adds
    Some bosses spawn additional mobs called “adds” that will need to be dealt with independent of the main tank. Examples of these bosses are So Kang Kang, Ice Bane and Zule. These fights require melee based classes to clean up or in some circumstances mage classes AoE’ing, in order to protect the healers. Generally this cleanup needs to be done as quickly as possible as to not overwhelm the healers, and in some cases the adds have the ability to morph into more dangerous mobs.
  7. Pounce
    Another ability some bosses have is the ability to pounce. Pounce occurs when a boss is receiving ranged damage. For bosses that pounce, it is recommended that anyone doing ranged damage of any sort to be just outside of a bosses berzerk range. Under no circumstances should a boss that pounces receive ranged DPS from anywhere near the healers. This opens up the opportunity for other problematic circumstances, such healers being silenced or a zerking boss pouncing onto the healers. As a side note, debuffing a boss is considered ranged and can cause a boss to pounce to a mage casting a debuff.

F. Bosses
These are the current bosses in most guilds rotations, based on priority.

Mannabrotur (Manna)
Type: Wyvern
Health: 750,000
Damage: Pierce
Berzerk: Yes
Adds: No
Silence: No
Timer/Materials: Not totally nailed down usually seems like 1 – 3 days between spawns, seems to spawn in two locations.
Additional:

Graal Roachard (Graal)
Type: Humanoid/Dragon
Health: 375,000
Damage: Pierce / Poison / Disease
Berzerk: Yes
Adds: No
Silence: Yes
Timer/Materials: 4 – 7 days
Additional: 3 forms.

Ghost of Lotor (GoL)
Type: Undead
Health: 350,000
Damage: Blunt / Soul
Berzerk: Yes
Adds: No
Silence: Yes
Timer/Materials: 20 hours
Additional:

Projection of Kuthos (Proj)
Type: Humanoid
Health: 500,000
Damage: Cut / Disease / Poison
Berzerk: Yes
Adds: No
Silence: Yes
Pounce: No
Timer/Materials: ~8 hours
Additional:

Mukarramma (Mukk)
Type: Dragon
Health: 300,000
Damage: Pierce
Berzerk: No
Adds: No
Silence: Yes
Pounce: No
Timer/Materials:
Additional:

So Kang Kang (Kang)
Type: Animal
Health: 190,000
Damage: Blunt
Berzerk: Yes
Adds: Yes
Silence: No
Pounce: Yes
Timer/Materials: 2.5 – 4.5 hours
Additional:

Alton Carbon Zule (Zule)
Type: Giant
Health: 350,000
Damage: Cut
Berzerk: Yes
Adds: Yes
Silence: No
Pounce: No
Timer/Materials:
Additional:

Darkwing the Mindless
Type: ?
Health: 280,000
Damage: Pierce / Disease
Berzerk: Yes
Adds: No
Silence: No
Pounce: No
Timer/Materials: 8 Hours
Additional:

Icebane Coldstone (IB)
Type: Giant
Health: 350,000
Damage: Cut
Berzerk: Yes
Adds: Yes
Silence: No
Pounce: No
Timer/Materials: 4 hours
Additional:

Faldon the Dwarf King
Type: Humanoid
Health: 250,000
Damage: Cut
Berzerk: Yes
Adds: No
Silence: No
Pounce: No
Timer/Materials: 4 hours
Additional:

Warlord Vinteruul (Vint)
Type: ?
Health: 300,000
Damage: Cut
Berzerk: Yes
Adds: Yes
Silence: Yes
Pounce: No
Timer/Materials: 4 hours
Additional:

Anbrasxas (Anby)
Type: Dragon
Health: 150,000
Damage: Mind
Berzerk: No
Adds: No
Silence: No
Pounce: Yes
Timer/Materials: 10 hours
Additional:

Spawnable Bosses:

Frieda the Frozen
Type: Giant
Health: 350,000
Damage: Blunt / Body / Nature
Berzerk: Yes
Adds: No
Silence: No
Pounce: No
Timer/Materials: 30 Fresh Mead
Additional:

Athropiniax
Type: ?
Health: 235,000
Damage: Pierce / Disease
Berzerk: Yes
Adds: No
Silence: Mo
Pounce: No
Timer/Materials: 2 days/ 30 Dark Essence
Additional:

Dunkleklinge
Type: Demon
Health: 220,909
Damage: Magic Missile
Berzerk: Yes
Adds: Yes
Silence: No
Pounce: No
Timer/Materials: 30 Lost Souls
Additional:

Nithhogr (Nith)
Type: Dragon
Health: 350,000
Damage: Cut/Disease
Berzerk: Yes
Adds: No
Silence: Yes
Pounce: No
Timer/Materials: 1 Red Pristine Scale + 20 Red Scales
Additional:

Jormungandr (Red Boss)
Type: Dragon
Health: 225,000
Damage: Body
Berzerk: Yes
Adds: No
Silence: No
Pounce: Yes
Timer/Materials: 1 Green Pristine Scale + 20 Green Scales
Additional:

Kazemde Maat (Green Boss)
Type: Dragon
Health: 200,000
Damage: Nature
Berzerk: Yes
Adds: No
Silence: No
Pounce: Yes
Timer/Materials: 1 Gold Pristine Scale + 20 Gold Scales
Additional:

Quetzalcoatl
Type: Dragon
Health: 180,000
Damage: Soul
Berzerk: Yes
Adds: No
Silence: No
Pounce: Yes
Timer/Materials: 1 Blue Pristine Scale + 20 Blue Scales
Additional:


Common Acronyms/Terms:
BB – Blood Bandage
GSP – Greater Stamina Potion
GHP – Greater Healing Potion
SS – Soul Stone
GoL – Ghost of Lotor
WWT – Were Wolf Totem
Zerk – Ability available to a boss at ~1/3 remaining health.
Debuff – mage spell that weakens its target