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Sissna

> *"I am the foreboding dusk, I am the beguiling Night, I am Sissna, the Spinner of Shadows."*
>
>

The final Boss and main Antagonist of Ashen, Sissna, the Spinner of Shadows the last of the three Elder Dark

## Description

   At first, she takes the shape of Bataran's sister, Silaren and helps the player throughout the game to find the Great Ashen.

She kills Bataran during the Awakening Ritual and fights the player to consume the Great Ashen, and transforms to her true spider-like form during the second phase which is similar to her statues in the Loom.

When in her second phase; the player should be wary of her skittering and avoid the attack, which is usually an instant-kill. She may also instantly-kill the player if they are standing under her when she initiates the skitter.

She is one of the hardest bosses in the game because of her varied moveset in the second phase of the battle and the high damage output she causes. A possible build for defeating Sissna is the following:

## Builds:

Armor: Praetorian Regalia

Weapon: Spiked Cudgel +7.

Talismans: Gefn's Blessing, Last Stand, Swift, Robust, Steadfast ﻿

This Build really consists of High Armor DEF with a Low cost to Stamina and Reduction to DMG taken. well rounded build. ﻿

## Battle

She starts out as Silaren using Bataran's Hammer with an aura of fire following each hit.
She has a ground pound move that creates an AOE of fire when it hits the ground.
Harpazo

Gravity
 # Landmasses
 Satellites
 Sector
 Size
 # 'Countries'
 Population

One day is 27.6 EH. There are 455.33 Earth days per year.

“Harpazo was hit with a Macro InfraSound Transmitter equipped Axe class cruiser on November 21st, 2603 ET, that is, the  319th Harpazan day of the 2395th AD EY, or the 146th year for Harpazo...” - Jason (Corvette) Kilbourne
Guide

The first major hurdle when starting the game is getting the Spiked Cudgel, which is by far the best weapon in the starting zone. Search until you find this.

Next focus on getting to Ukkoto. Ukkoto is an incredibly easy boss but he is artificially difficult and you may require A Crimson Gourd which you can get from Jokell after finding Aho's Lockbox. For the Ukkoto boss fight, all you really need to do is let Jokell handle it but keep Jokell up at all times and attack Ukkoto if he goes in a wall.

Avoid hard-targetting any mobs and simply stand back and let Jokell handle combat unless you really feel like helping out at this stage. As soon as you have enough souls try to get additional Crimson Gourds.

After you have defeated Ukkoto you should immediately go to Garoran. Garoran is far easier and it's recommended you search for a little while to find spears. using spears on Garoran is the easiest way to zerg the boss.

Progressing this far this early will give you some negative factors, such as mobs being able to instantly kill you; it's recommended that after Garoran you spend some time farming and upgrading equipment as progressing further may now be fatal. At this stage you should be looking for Sapient Moss or Sapient Root

To get to Amiren, you'll need to go through the Listener Ruin's where the main issues are darkness and gravity. The Listener Ruin's are such a long-winding and over-complicated area that it's recommend just to run and try to run straight to the Ritual Stone at the very bottom of the Ruins. It's recommended you buy a lot of things like Apple Cricket's to help you keep running. The major issue here is the Shade that is half-way through the Ruins.

Avoiding 2-handers is generally recommended and you should focus on raw speed and 1-handed weapons when possible.
Guardian's Pact

A Rune that will give the player black wings on their back. Found south of Whispers. Fast travel to whispers, face the giant sky bird, go to the left most wall they're on, navigate up ladders / kill mobs. You then must get past his breath (it does dmg you), and into the cave.

LOAD-OUT COST 10,000 Scoria

Broken Wings: Scoria Gain +25%

\*Full Wings: Damage Reflection 30%

While broken, you gain more Scoria from defeating enemies.

\*Once fully grown, you reflect a portion of your damage taken.

The wings grow when you meet Gefn in the Bronze Mire. To meet Gefn again you have to do Amara's quest.
Amiren

> *"She was once a great leader; but now she is a mere tyrant who is blind to the damage she does."*
> -Bataran
>
>

Matriarch Amiren is the 2nd Main Boss, and 3rd Boss in Ashen, she sundered the Heart of Lathyrus and took half as the Listener's half to protect her people. She was one of the Titans back in the Second Age, now rules the underworld where she stays after that age ended.

According to Bataran, her younger brother, she used to be a great and grand ruler but got blinded by the darkness and became a tyrant.

She also holds Silaren, her young sister, as a slave.

## Battle

She places purple runes on the ground which will cause AoE damage when the player stands on them, she also does this in a smaller ring around her. periodically.

Her left off-hand weapon will also leak the fluid that causes the purple ruins to appear, and this should be avoided. She has a charge where she will drag her spear across the ground or in a swinging cone in front of her. She sometimes slams a random circular position with her spear and has a stomp if the player is too close.

Her left off-handed weapon can be broken by few well placed hits but be cautious since the fluid will be leaking constantly now. After breaking the weapon, Amiren will change her attacks to mainly wide swings with her spear.
Vagrant's Rest

A forested realm in the game filled with rivers and yellow/red silver-birch and oak trees. The grasses in this area are yellow and the ground is grey. Paths are paved with wooden planks which may suggest the soil is loose or cannot be gripped easily. It is the first zone in the game.

The massive skeleton in this zone is actually the skeleton of the Great Ashen.

In it's centre lies **Vagrant's Rest**, the only town in the game.

## Sub-Zones:

Placid Stream

Wrinkled Grotto

Restless Knoll

Brutish Shore

Hollow Bones

Wandering Lake

Eye of the Needle

## Enemies:

Vagrants

Spiders

## Town:

The town of **Vagrant's Rest** is founded after the Journey Hammer and Spark is completed and the Ritual Stone has been awoken.

## Collectibles

Black Ashen Feather(s)

* Atop the stone wall by the spear-throwing vagrant, go down a ladder which leads to a small room.
* Atop a wall by the ritual stone at the trader's camp in the Eye of the Needle.

White Ashen Feather(s)

* In a cave near the first entrance to the town, across the stream, guarded by a Corb. [Note: Defeating this creature also gets you the achievement "Housewarming".]
* In a tower that gets built near where the "small room" was that held a Black Ashen Feather
Bone Spear

Loot flavor: Bones of the Earth, Take flight.

Inventory flavor: Bones of the Earth, carved from deep beneath the Ash, is particularly useful for creating sharp and strong edged spearheads.

Flavor Quote: *"Bone of the earth is difficult to craft but well worth the effort" - Vorsa*

Damage: 30

Stun: +5

Critical hit chance: +10%
Criticism

## Genuine criticism of the game:

* The gameplay is far too slow and isn't very responsive. If the game's default was 1x speed. 1.25x for gameplay would still be slow and menus wouldn't be fixed until around 1.75x
* The game feels like a permanent escort quest where the escort will sometimes not show up, get bugged out and die or not choose a good weapon type so they are effectively useless. You rely on the escort to not suck and not die and not pull additional things that get you killed.
* Level design ranges from confused and copy-paste to incoherent. The entire middle-portion of the game feels like a mix of blight-town and sens fortress; except not fun and just tedious.
* Sometimes you rely on your escort to help you open a door, but they got bugged out and didn't help so now you're forced to backtrack to reset them.
* Loading screens take a long time as the level is entirely reloaded after a death; this is a problem because dying happens often.
* The story has been retconned to where it is now fairly incoherent.
* The AI will sometimes bug out and not resurrect you or do anything at all, they will pull mobs and often get themselves killed.
* there are mobs that have auto-locking unavoidable abilities and can instantly kill you with a jumping attack, they can re-adjust their jumps mid-flight. Mobs do not have the same constraints the player does.
* The game is incredibly artificially difficult in many regards, and upgrades are limited entirely by artificial borders and restraints. For example Sapient Moss and Sapient Root are locked behind main plot or impossible-to-counter mobs such as Shade's
* Loot isn't diverse enough to be fun or enjoyable or even worthwhile to pick up. Upgrades are boring and just make the game less tedious.
* Many of the enemies are copy-paste and have unfair and idiotically-designed ability advantages like suicide mobs or insta-kill jumpers like Shade's or Listener's - This doesn't make the game more challenging and it doesn't give the player hope of somehow getting past these mobs if they had the skill to do so.
* Like Dark Souls, mobs and entire zones can be ran past incredibly easily. The only thing stopping you is artificial difficulty such as long stamina-runs, lack of sight through darkness, tedious confused layouts and falls, length between Ritual Stones and unavoidable abilities.
* Unlike Dark Souls, the bosses are all incredibly easy and can be manipulated easily. You can skip much of the game from the start.
* Vagrant's are extremely copy-paste to the point of ridiculousness, less would be far more. It seems like this game uses the "Less is more" approach but they don't deliver on the "is more" and they abandon this philosophy entirely with the games combat.
* The game will never be like Dark Souls due to the linearity of quests.

## Retcons

The light in Ashen was originally meant to be from erupting volcanoes, which would explain the ash, there was once no sun in the universe (and this may still be the case) but the light now comes from the Great Ashen instead of the small amount of light from volcanic eruptions.
Multiple Structure

Multiple Structure Workshop Image

The **Multiple Structure** Mod adds brand new buildable structures to the game such as concrete structures, more varieties of wooden structures, chain-link structures and more variety of Metal structures.

## Mod's ID List

### **Structures**

#### **Metal**

* Offset Door - 61100
* Offset Hole - 61101
* L Stairs - 61102
* Triangle Hole - 61103
* Hatch Low Wall - 61104
* Hatch High Wall - 61105
* Half Ramp Rail - 61106
* Half Ramp - 61107
* Tree Floor - 61108
* Shop Front - 61109
* Spiral Stairs - 61153
* Roof Grid - 61154
* Skylight - 61191
* Plot Floor - 61199
* Plot Roof - 61200
* Plot T Floor - 61201
* Plot T Roof - 61202

#### **Brick**

* Offset Door - 61110
* Offset Hole - 61111
* L Stairs - 61112
* Triangle Hole - 61113
* Hatch Low Wall - 61114
* Hatch High Wall - 61115
* Half Ramp Rail - 61116
* Half Ramp - 61117
* Tree Floor - 61118
* Shop Front - 61119

#### **Birch**

* Offset Door - 61120
* Offset Hole - 61121
* L Stairs - 61122
* Triangle Hole - 61123
* Hatch Low Wall - 61124
* Hatch High Wall - 61125
* Half Ramp Rail - 61126
* Half Ramp - 61127
* Tree Floor - 61128
* Shop Front - 61129
* Spiral Stairs - 61155
* Roof Grid - 61156
* Skylight - 61194
* Plot Floor - 61211
* Plot Roof - 61212
* Plot T Floor - 61213
* Plot T Roof - 61214

#### **Maple**

* Offset Door - 61130
* Offset Hole - 61131
* L Stairs - 61132
* Triangle Hole - 61133
* Hatch Low Wall - 61134
* Hatch High Wall - 61135
* Half Ramp Rail - 61136
* Half Ramp - 61137
* Tree Floor - 61138
* Shop Front - 61139
* Spiral Stairs - 61157
* Roof Grid - 61158
* Skylight - 61192
* Plot Floor - 61207
* Plot Roof - 61208
* Plot T Floor - 61209
* Plot T Roof - 61210

#### **Pine**

* Offset Door - 61140
* Offset Hole - 61141
* L Stairs - 61142
* Triangle Hole - 61143
* Hatch Low Wall - 61144
* Hatch High Wall - 61145
* Half Ramp Rail - 61146
* Half Ramp - 61147
* Tree Floor - 61148
* Shop Front - 61149
* Spiral Stairs - 61159
* Roof Grid - 61160
* Skylight - 61190
* Plot Floor - 61203
* Plot Roof - 61204
* Plot T Floor - 61205
* Plot T Roof - 61206

#### **Chain-link**

* Wall - 61150
* Doorway - 61151
* Roof - 61152

#### **Concrete**

* Doorway - 61161
* Floor - 61162
* Triangle Floor - 61163
* Garage - 61164
* Pillar - 61165
* Post - 61166
* Ramp - 61167
* Rampart - 61168
* Stairs - 61169
* Wall - 61170
* Wall Ramp - 61171
* Window - 61172
* Roof - 61173
* Triangle Roof - 61174
* Half Ramp - 61175
* Half Ramp Rail - 61176
* Hatch High Wall - 61177
* Hatch Low Wall - 61178
* L Stairs - 61179
* Offset Door - 61180
* Offset Hole - 61181
* Roof Grid - 61182
* Shop Front - 61183
* Spiral Stairs - 61184
* Tree Floor - 61185
* Triangle Hole - 61186
* Hole - 61187
* Skylight - 61193
* Plot Floor - 61195
* Plot Roof - 61196
* Plot T Floor - 61197
* Plot T Roof - 61198
Ash

Ash was sweetened by the light, and allow the growth of things such as Sapient Roots.

Slain Listener's crumble into **Ash** and do not have Skeleton's.

Acquiring the **ash** to make spears was a dangerous task as no other substance is known to explode with such devastating potency. This is likely why weapons do increased damage when Ash Infused.
Rook Shield

A darkling shield, forged in the canyons. There are darklings who hide away in their beshadowed strongholds and there are others who simply take their strongholds with them.

*"Them darklings of the canyons, they got nothing but blood on their tiny minds"* - Eila

Defence: 20

Stamina Regeneration: -60%

Stamina Stability: 20
Ritual Stone

Ritual Stones act as Checkpoints. As Ashen is a Souls-like this is this games version of a Bonfire. The stone acts as a beacon from beyond deaths veil.

Bataran instructs the player that they must bind their Spirit to a Ritual Stone.

When Bataran's Spark is touched to a **Ritual Stone** Bataran can swing Bataran's Hammer to hit the stone and awaken it. that ritual stone once awoken and bind the player's spirit to it.

After the first Ritual Stone, subsequent Ritual Stones are automatically awoken whenever the player approaches them.

When A Ritual Stone has been awoken. A new town is founded.

After Rod and Stone the player will unlock the Diasora Pup, which allows for fast-travel between Ritual Stones
Cunning Pestle

The **Cunning Pestle** was owned by Amiren and then stolen by Touma and Souma whilst the player was in battle with Amiren according to Silaren it allows the navigation of pathways.

It allows access to the Pathways of Shadow within the Planes of Darkness. When uses it fills the users veins with restful darkness.
Garoran

Garoran is a Listener who *"uses an unholy mix of stones and shadows that cannot be seen or touched."* He controls the pass making it unable to be crossed. According to Eila, He was responsible for the creation of the Illusionary Wall or Rock Blockade in Sindre's View and is capable of doing this again.

He was responsible for capturing the Diasora Pup

A boss encountered by the player. During the fight Garoran will summon Skeletons. His moveset is very similar to a Vagrant however he can use a blue AoE pulsing attack that knocks down and even kills his Skeletons. The general strategy is to kite Garoran whilst making sure he kills his skeleton minions, as the skeletons will continue to accumulate as the fight progresses.

He drops a Runic Axe when defeated.

## Trivia

   When Garoran kills a Skeleton the player will be granted 38 Scoria
Talisman

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## Overview

Talismans are the one of the main forms of player-character improvement in Ashen. You can apply a maximum of four talismans at once, which augment your character's stats or apply helpful effects. Talismans are distinct from Relics, which take up the central slot in the Talismans menu.

The ability to bind talismans to the player-character is unlocked after completion of the Annex of Light portion of the main journey. Speaking to Amara after returning to Vagrant's Rest will allow you to use the Weaving Table, located close by her. Using it offers the ability to choose from your list of collected talismans, and apply up to four of them, at a cost of 1,000 Scoria each.

You unlock and can craft more Talismans as you progress through the game. To change a talisman you have already bound to your character, you must un-equip one which is currently equipped (you do not receive a refund of Scoria) and must then pay another 1,000 Scoria to activate the one you wish to replace it with. Each talisman has unique perks which upgrade existing stats and abilities. Some, like Scavenger, upgrade your chance to find materials on defeated mobs. Others, like Lesser Vigor, give you a small health bonus.

The player does not begin the game with any Talismans.

After returning the Cunning Pestle to Silaren, the player can then create the Fury talisman.

## List of obtainable Talismans [incomplete]:

* Amity
* Constitution (Greater)
* Forager
* Fury
* Last Stand
* Rebound
* Recluse
* Respite

* Scavenger
* Second Wind
* Vigor (Lesser)
* Vigor (Greater)
Gefn's Blessing

Gefn's Blessing is a talisman that is unlocked after the Boss Amiren has been defeated

It's a pretty good DMG Resist talisman

Reward for killing Amiren in the quest "A Listeners Heart" through Batarans quest line. This is the "Seat of the Matriarch" dungeon.

Damage Mitigation, up to 100% (free hit) after 23 seconds of taking no hits / damage. Useful if you're prone to taking damage, or to kite a boss and cover yourself if they get in a hit. 3 Tiers of damage mitigation, +15% @ 15s, +40% @ 18s, +100% @ 23s. Glowing Mask.
Trader

Trader's sell a variety of items for Scoria. At the start of the game traders will be very limited in what they sell but later will sell much more items as these options are unlocked by the player.

Primarily, they can sell Apple Crickets, Speckled Mushrooms and White Sapotes.

They often appear during large stretches in lieu of Ritual Stone's where the player can restock their healing items using the Scoria they attained thus far. Traders act as halfway-points or pit-stops.

After completing certain Journey's ; traders will begin to stock Sapient Moss or even Sapient Root for Scoria.
Malik Khal

Malik Khal is a Wraith and Sacrifices were made in an attempt to end Malik Khal's curse according to Bol the Shade.

Prior to Proud Lathyrus falling into ruin, Malik Khal began the legacy of pain and undeath through his curse. One by one men fell to the curse and became Shade's

In an effort to stop the curse; Malik sacrificed a child to Riak, who was the eldest of the Elder Dark in exchange for a relic which could allow for an end to the curse; but something went wrong and Malik never returned to cure the curse of undeath.

It is later revealed by Malik Khal himself that despite breaking his own heart in doing so and citing that there was no choice to do so - He sacrificed Ishra in the hope that her death would save thousands.

He states that the child sacrificed was Ishra who was the daughter of Amara and in return Riak gifted him the Umbral Veil.

Malik Khal states that he carried the Umbral Veil to the deepest corners of the land and it permeated his soul and whispered to him of a power to put an end to death and put the darkness at bay.

The Shadow of the Ashen pried the Veil from his hands and banished him to walk in the dark, but later, the Umbral Veil would corrupt the Shadow of the Ashen and curse everyone.

He claims Ishra gave him her doll.
Omar

> "I stopped mourning my father long ago. This was a mere shadow of the man I knew. His heart is silent while the Human Heart beats on."
> -Amara
>
>

## Description

Omar is the 3rd main boss, and 4th boss in Ashen; also referred to as "The Shadow of the Ashen" is the father of Amara and the former king of Lathyrus.

     He was corrupted when he pried the Umbral Veil away from Malik Khal, which caused thousands to be cursed and become Shades.

According to Amara, he became obsessed with the Ashen Light and it cost him everything.

During the boss fight he will become more and more overcome with shadows until eventually sending Amara to the Planes of Darkness.

Omar himself is then pulled into and consumed by the Darkness he once controlled.

Amara is freed after the fight concludes.

The player is now able to Craft the Umbral Veil and obtains the Human Heart of Lathyrus

## Battle:

The fight starts with him coming down and 2 Shades waking up. He moves quickly to the player and has a lot of varied moves using his spears. He does a 3 move combo that ends with him going behind, and goes to the middle of the arena and creates an AoE that stays on the ground for 8 seconds, in that time, his defense rises.

When he reaches 50% of his health, he kills Amara and his Spears start glowing red, and his damage goes higher by 75%.
When his health reaches 25%, the arena starts swarming with Shadows, the best way to defeat him is using hit-and-run tactics with high stamina, and when he does his AoE, quickly use a 2 handed weapon that can kill multiples of enemies at once, since the Shadows die in 2 hits.

## Gallery

Amara is sent to the Planes of Darkness by OmarShadow of the Ashen after killing Amara and using her to buff his weapon.Omar being pulled into the Planes of Darkness]]
Leechdraught

Completly heals you over time but using another healing item damages you.

## Item description

A potent spice warft from the bottle, purging any ailments from those who ingest its contents. A rather jealous concoction, this potion does not mix well with other items of healing.

"*A smart woman knows not to mix her drinks.*" - Silaren

## Stats

Health: 100% per 10 sec

Consumable penalty: 30 sec

## Crafting

1x white sapote

2x fire kelp

250 SC
Aho's Lockbox

A Lockbox belonging to Aho. If the player helps Jokell obtain this, he will reward the player with the Crimson Gourd

## Item description

This small, sturdy chest has been in Jokell’s familly for generations, and has held many a carefully secured secret in that time.

"*As a child you think you know your family. As na adult, you realise just how wrong you were*" - Jokell
Side Journeys

Side journeys are a form of quest offered by NPCs in Vagrant's Rest throughout the course of the game. Rather than advancing the central storyline, they serve instead to flesh out the world and the backstories of the occupants. Completion of Side Journeys often rewards the player with special items and Talismans, which strengthen the player's character.

## List of Side Journeys by character:

### Eila:

* Rod and Stone
* Wisewoman
* Lowlife
* Tinker
* Wretch
* Scum

### Flokir:

* Cache
* A Darkling Child
* Sister Mine
* Destiny
* Abomination

### Jokell:

* Ash on the Wind
* Moth to the Flame
* Predecessor
* Heritage
* Blood Ties
* Birthright

### Vorsa:

* Sheath
* Vitnir
* Mountain
* Clarity
Weaponry

Weapons, when picked up and stored in the inventory, can be equipped and used in combat. Each weapon offers its own attack style and damage modifiers, making it worthwhile to try each out in order to find a weapon that suits your preferred combat technique. Unless otherwise stated, all weapons are found in Broken form, and may be repaired and improved at the Anvil in Vagrant's Rest. Many weapons may also be Ash Infused up to 7 times, increasing their light and heavy attack damage.

For more information on the functioning of combat items in Ashen, see: Combat
Fire Kelp

Can be bought from Traders.

This spiny and blistered seaweed is incorrectly believed by some to protect against scag spit. Few know of a safe way to prepare the kelp to be eaten and most who try do not survive the experience.

*"Granny Nella chews on Fire Kelp when her nethers get a bit backed up".* - Eila
Shade

A Shadow or Shade is a form of degraded Listener or still allied to the Listeners who *"walks with the shadows"* and seeks to extinguish the fledgling rays of Ashen Light.Shades thrive in perpetual night. Within the Listener Ruins it is possible to see all stages of Listener regression. Many Listener's crawling on all-fours or taking on a **Shade** appearance, or some being a mix of the two degradations.

Shade's are mobs which can teleport and share the same teleportation ability as Ukkoto they often defend loot or Dark caves and there's a chance they are made by or connected to Riak.

It seems Shade's are undead, as Bol the Shade claims to have been killed once prior and is similar to the ability of Umbral Veil.

They drop 280 Scoria when killed.
The Gnaw

It is the realm of the Elder Dark where light is a stranger, where the night is ancient and those who walk within it can feel the web of Sissna folding in around them.

The Gnaw is accessed via The Portal after the player has defeated Omar. However, Gefn can freely swim here.

Silaren states that The Cunning Pestle Artifact can allow travel to the "World of Shadow"

It is assumed that "The Gnaw" is synonymous with the "Planes of Darkness"
Eila

a female character encountered by the player during the Undaunted Journey

She can improve the potency of each sip of the Crimson Gourd in exchange for Scoria

She travelled through the pass via a barrel, stating that it was the only way to travel through the pass without getting trampled by Listeners under the control of Garoran.

She asks the player to retrieve a Seeing Stone and a Heartbone Rod so that she can reach the player how to remove Illusionary Walls
Hearth

Hearth is the only Rune the player starts with.

Effect: A reminder of home that provides a thin barrier against dispair.

Flavor text: Pressed closely against your chest this relic recalls the warm comfort of a safe ho

me and full stomach. it serves as a thin barrier against despair.

flavor quote: *"Spend long enough wandering and you forget what having a home even feels like"* - Jokell
Weaving the Light

Weaving the Light is a stage of the Main Journey given to the player by Amara after you give her Okkoto's Faceplate.

## Walk-through

Follow the Journey marker south from Vagrant's Rest, dropping down the plateaus into the Wandering Lake area. The marker will lead you to a camp fire, where you retrieve a Pot of Glue from a corpse nearby.

Return the Pot of Glue to Amara at Vagrant's Rest to complete this stage of the Main Journey.
Bataran's Spark

An Artifact belonging to Bataran, part of the Hammer and Spark Journey.

It can be obtained from a Vagrant camp within Jory's Falls within Vagrant's Rest

Inventory Flavor: This ornate steel firestarter is made in the ancient listener style. The etched runes tell of the Ashen's fall to the darkened plains.

Flavor quote: *"So much of what we knew is now buried in the ash."* - Bataran

When the Spark is touched to a Ritual Stone and then the Stone is hit hard with Bataran's Hammer that ritual stone will awaken and bind the player's spirit to it.
Monk

In honor of their sacrafice, they glow with a mark of dedication. The player can throw a spear into a Monks glowing heart to be drawn into the Shadows

You can **only**use the monk shadow travel ability **after**you have helped Silaren obtain the Cunning Pestle, and the Cunning Pestle artifact is a requirement.
Anvil

The Anvil is unlocked after completing the Annex of Light stage of the Main Journey.

### ***Repairing, Forging and Ash Infusing***

The Anvil is, in gameplay terms, effectively a workbench, which may be used by the player to improve their weapons' offensive stats by consuming Scoria and materials.

Most weapons the player obtains in the game will be found in a "broken" state, and may be upgraded by paying 500 Scoria at the Anvil. This will restore the item to a "repaired" state, improving both its light and heavy attack damage. Another upgrade at the cost of 4500 Scoria will improve the item to a "Forged" state, which offers a more significant increase in offensive stats.

Once Forged, your weapon may now be Ash Infused up to 7 times. At this point, each upgrade will cost not only increasing amounts of Scoria, but will also require an item which changes for each level of Ash Infusion. Each level will improve the damage stats of your weapon.

### How to ash infuse / Ash infusion materials:

Apart from the Scoria cost, each stage of Ash Infusion will require a material. The materials used are Sapient Moss, Sapient Root and Twin Sapient Root. The first stage of Ash Infusion will demand one (1) Sapient Moss, and the next will require two (2). The following stage will then require one (1) Sapient Root, and the process repeats.

###
Sapient Root

A rare root used by Ashsmith's This root absorbs light as it grows.

Despite the flavor-text for this item, this root is actually exceedingly common and numerous on most skeleton's encountered.

Eventually the player will begin to find Twin Sapient Roots instead.

The Sapient Root is a crafting material that is used for upgrading the first tier of Ash infused weapons costing around 4500 Scoria as well as 1 **Sapient Root**.
Tinker's Lantern

A lantern given to the player by Bataran during the "Annex of Light" portion of the main journey. The player receives it after meeting Bataran in the Restless Knoll. The lantern is wielded in the shield-hand, and will be placed on the ground if the player draws their shield, allowing it to illuminate a specific area. The lantern may be picked up again by activating it while it is on the ground; additionally, walking a distance from the lantern will return it to your inventory. The lantern emits 600 Ash Lumens.

## Item description

As old as Lathyrus, this lantern has been revived and improved by a skilled artisan.

"*Stale designs can benefit from fresh thinking.*" - Flokir
Inquisition Buckler

A shield once carried by a Lathyrian Inquisitor

   an efficiently designed shield once carried by an Lathyrian Inquisitor. As the light faded the people of Lathyrus turned on each other, seeking to destroy any traces of darkness within the population.

"Even my fellow Seers grew blind to all but the suspicions of their neighbors" - Amara
Gefn

>  You are stronger now, child of mine. In spirit, in body, and in the company you keep. Amara was right to offer my help, for the designs of the Elder Dark are arrayed against you.
>
>

Gefn, the mother of humanity, as referred to by Bataran in the intro cutscene, is a wise and ancient woman. The player encounters her within the Annex of Light. She is a large mermaid-like creature which has the tail of a whale. It is assumed that all pools she is encountered within are connected, including within The Gnaw, near the Palace of Lathyrus and after the Ukkoto boss encounter.

Gefn gave birth to humanity or Man during the Third Age, which made it the Age of Man.

**Gefn** lost faith in her children when Lathyrus fell; however the player restores her faith by bringing her the Twin Heart of Lathyrus.

After the defeat of Ukkoto, she instructs the player to find Amiren and recover the pieces of the Heart of Lathyrus to protect The Ashen from the Elder Dark which is later used in the Awakening Ritual.
Bataran

He is the narrator for the introductory exposition for the game and is the first character the player encounters.

He claims there are fruits he hasn't eaten in centuries and that they bather in the Ashen Light for centuries oblivious to the sickness it gave them.

**Bataran** is a Listener who served the Great Ashen long ago as a Guardian to it's waning light. presumably he did this during the Third Age. The Great Ashen broke **Bataran** with it's brilliance (his arm) Bataran may well be the last master Ashsmith in existence according to Amara

**Bataran** is the younger brother of Amiren

**Bataran** was dissapointed that the (presumably, other) Listener's took to war with *"disturbing enthusiasm"*

He lost his "Bataran's Hammer" and "Bataran's Spark" to vagrants which the player helps recover and slay. Whilst the player is doing this, Bataran searches the foothills and failed to find The Ashen, who is the reincarnation of the Great Ashen. He asks the player to consult Gefn, claiming she will know where to look for The Ashen.

After defeating Ukkoto, Bataran will ask to see Ukkoto's Faceplate as he believes it contains Darkness. you can choose to keep the Faceplate or give it to Bataran. If you give the faceplate to Bataran he will subsequently give it to Amara who he believes will make good use of it.

He creates an Anvil where he can forge ash, resuming his Ashsmithing He can reforge your weapons and make them stronger.

Knows of Amiren and Silaren. Wants to help Silaren.

Later into the game Bataran is wounded and requires a cure; Vorsa attempts to make a cure using a Roamer Horn and this is successful.

Bataran will help you perform the Awakening Ritual at the end of the game and return it's life-giving radiance to the dying world.

Bataran is killed by Sissna during the Awakening Ritual
Second Age

In the wars between the Bral in the plains of night, seeking the power of the Ashen, the Listeners prevailed, and pushed their rivals out, back into the dark world.

The Listener's kept 3 of the Brals in their age:

* **Ukkoto Umberhand, Eater of the Light**: He showed a near endless capacity for quenching light, and painted the world in darkness. His servants sought to extinguish the light so that the Ashen can be brought wholly into the darkness.

* **Riak, The Nightstorm**: Wherever Riak walked, Darkness would rain from the sky, leaving a stain wherever he went. He sought to take the Ashen's heart and take it into the darkness so that the new incarnation can be a creature of Bral.

* **Sissna, the Spinner of the Shadows**: She spun her webs of night-mass across the land, this web caught any free particle of light. She was subtle, understanding the power of lies and winning over others.

The enemies of the Listeners underestimated them, thinking that needing to Listen is a weakness, thinking that by listening they keep a space in their minds for others to twist them, but they listen to more than the words, they listen to the beat of their heart, to flutter of their breathe, and most importantly to their soul.

Later, a golden age started for the Listeners after they reveled in their power after they defeated the Bral and drove them away from the Ashen, and forced them into hiding. The Elder Dark remained, rooted in the Ashen's cooling extremities, where it sprawled across the plains where it has fallen.

On the surface, the Listeners held sway, and rejoiced in the light after defeating their enemies with its power where they could endure the brilliance of the light and hear the beauty of its song.

They build temples of light to pray for the Ashen, their prayers were intoned so they can be heard by their benefactor.
But as the light faded a change fell upon the Listeners, a cancer of despair, for without the light the ash would become dark-tainted, a tool their enemies could shape, and the exiled Bral would start to crawl back from the plains of night to renew their old conflicts.

Matriarch Amiren from despair, went into exile in where the player encounters her, she becomes a tyrant according to Bataran.
Crimson Gourd

It is a healing item which contains a red, liquid Sap. the player can take swigs from the **Crimson Gourd** to heal during combat.

It is obtained from Jokell after obtaining Aho's Lockbox he will give the player the **Crimson Gourd**.

As Ashen is a Souls-like game. This is this games version of an Estus Flask. They are refilled by resting at Ritual Stones or can be refilled from a Well of Sap.

## Item description

This Crimson Sap contained within this gourd had unique restorative proprieties. Now that the Ashen is reborn, the sap flows once more through Ritual Stones and other sacred vessels around the world.

"*When you sip from the sap, you drink from very lifeblood of the Ashen.*" - Silaren

## Upgrades

The player can craft additional "Swigs" at Jokell's table, or increase the potency of each "Swig" at Eila's table.
Twisted Canyon

The Twisted Canyon can only be bypassed using Spear's. You only learn the ability to throw spears from Silaren so the defeat of Amiren is required to proceed through the canyon..

## Exploit:

Using a tool like cheat engine, it is possible to lock your Y value and vibrate high enough to bypass spear-throwing and therefore able to proceed without defeating Amiren.
Side Journey

Side journeys are a form of quest offered by NPCs in Vagrant's Rest throughout the course of the game. Rather than advancing the central storyline, they serve instead to flesh out the world and the backstories of the occupants. Completion of Side Journeys often rewards the player with special items and Talismans, which strengthen the player's character.

## List of Side Journeys by character:

### Eila:

* Rod and Stone
* Wisewoman
* Lowlife
* Tinker
* Wretch
* Scum

### Flokir:

* Cache
* A Darkling Child
* Sister Mine
* Destiny
* Abomination

### Jokell:

* Ash on the Wind
* Moth to the Flame
* Predecessor
* Heritage
* Blood Ties
* Birthright

### Vorsa:

* Sheath
* Vitnir
* Mountain
* Clarity
Silaren

Sister to Amiren and Bataran.

Silaren, like Amiren, is blind. She is first encountered after the defeat of Amiren, claiming that Amiren imprisoned her, smothered her in wards, blinded her eyes and dulled her nose and fingers, greatly reducing her ability to brew potions.

**Silaren** grants access to Brewing.

Claims she was never a *"friend nor ally"* of Amiren and wished that her demise would have come sooner.

She asks the player to retrieve The Cunning Pestle Artifact.
Rod and Stone

Rod and Stone, although listed under Side Journeys in the game's UI, is nevertheless required in order to progress in the main story, and is therefore listed here both as a Journey and a Side Journey, for the sake of convenience.

Rod and Stone is also significant as, upon completion, the player unlocks Fast Travel between activated Ritual Stones via the Diasora.

## Walkthrough

Eila will ask the player to recover two artefacts required to remove a huge illusory pile of rubble. Travel to the two journey-marked locations and search to find the rod and stone. After this is complete, Eila will meet you by the illusory rockpile and, after giving her the recovered artefacts, will cause it to disappear in a cutscene.

An opening will be revealed between the rock, through which the journey marker will indicate. *Prepare for a boss fight!*

Garoran will appear after the player drops into a courtyard-esque clearing. After a brief cutscene showing a trapped Diasora, the fight will begin.

### Garoran, the boss fight

With forged or higher weaponry, this fight should not pose too much of a challenge; **focus on Garoran at all times and take no notice of the smaller enemies he spawns around him - they do not need to be fought, and you should be able to entirely avoid them if you continue to fight Garoran.** All of his attacks are very obviously telegraphed and have long wind-up times, making them easy to dodge; don't bother using your shield during this fight. If he does hit you he can deal a lot of damage, so it's recommended to bring a full Crimson Gourd or plenty of healing consumables. For more details on his attacks, view the page for Garoran.

After the boss is defeated, a short cutscene will show the Diasora pup being freed and flying off into the air.

Follow the journey marker to reach another Standing Stone, upon which the Diasora pup is now sitting. Text will appear indicating that Fast Travel has now been unlocked. Activate the Travel Stone and fly to Vagrant's Rest.

Once there, Eila may be found a little to the north-west, where the Wandering Stream becomes tributary to a wider river. (Side) Journey complete!

### Rewards

* Runic Axe
* Increase the potency of your Crimson Gourd using Eila's worktable

* The ability to see and remove illusionary Walls is given to the player by Eila during the Rod and Stone Journey, after returning the rod and stone to her.
Scoria

Scoria can be found in locations throughout the game world or found by killing enemies. It can be used to upgrade weapons.

Amara claims she is the only person that can draw the threads of light from **Scoria** and through weaving those threads she can improve Talismans

One main source of Scoria are "Scoria Stashes" of varying size which are lootable.

 When the player is slain, similar to other Souls-like games, they will lose their Scoria and need to reclaim it from where they fell. In addition, dying without reclaiming Scoria will cause the unreclaimed Scoria to vanish entirely, unable to be reclaimed.
Journey

Completing stages of a Journey will grant permanent stat-increase rewards, as well as talismans in many cases. Some stages will cause new followers to return to Vagrant's Rest, offering useful services to the player.

## Main Journeys

Main Journeys are the name given to the central story elements of Ashen. Each stage of a Main Journey advances the story, bringing change to the world and its inhabitants.

### List of Main Journeys

* Hammer and Spark
* Annex of Light
* *Face of Corruption*
* *Weaving the Light*
* Undaunted
* Rod and Stone
* The Listener Heart
* Pathways of Shadow
* Guiding Light
* Talon of Riak
* The Spinner of Shadows
* Wages of Cruelty
* Mother of the Deep
* Heart in Shadow
* United
* The Awakening

## Side Journeys

Side Journeys are a form of quest offered by unique NPCs in Vagrant's Rest and about the surrounding lands throughout the course of the game. Rather than advancing the central storyline, they serve instead to flesh out the world and the backstories of the occupants. Completion of Side Journeys often rewards the player with special items and Talismans, which strengthen the player's character.

### Eila:

* Rod and Stone
* Wisewoman
* Lowlife
* Tinker
* Wretch
* Scum

### Flokir:

* Cache
* A Darkling Child
* Sister Mine
* Destiny
* Abomination

### Jokell:

* Ash on the Wind
* Moth to the Flame
* Predecessor
* Heritage
* Blood Ties
* Birthright

### Vorsa:

* Sheath
* Vitnir
* Mountain
* Clarity
The Whispers

The Whispers is the fourth province of the game world and is accessed after the Garoran Boss Fight.

It is a mountainous and vertiginous region which has green grasses and large pine trees. It is fully controlled by the Listener's who use Vagrant's as slave labour.

Deep within the mountain lies the Seat of the Matriarch, where the Matriarch Amiren is.
Umbral Veil

The Umbral Veil is a relic craftable after the Omar Boss Fight

   You are able to survive a killing blow... At a great cost. (The ”Great Cost” is that, after your first death is negated, it locks your relic slot until you die a second time.)

Reward for killing Shadow of the Ashen, who is the boss at the end of the Palace (unlocked by finding Gefn during the quest from Amara: Mother of the Deep)
Authoritative Classroom Management Style

## Definition

A management style that encourages students to be independent thinkers but still provides effective monitoring. Authoritative teachers engage students in considerable verbal give-and-take and show a caring attitude toward them. However, they still set limits when necessary.

## Interpretation

A far more effective classroom than authoritarian. This classroom has strong rules without being overzealous in their enforcement.
Einarden

There is an area in the game called Einarden. We cannot assume that this name refers to a Listener Matriarch. Although they were the rulers of this area historically most listener names end with "Ran" or "Ren"

There is a creature in this area called an "Einar" so it may just be simple as "Einar's Den" shortened to "Einarden"
Tree of worlds

The tree of worlds was where the Great Ashen rested and breathed light into the Nine Realms the Tree of Worlds existed far above the Planes of Darkness

The *real* Tree of Worlds is likely the one that exists within the Lathyrian Palace where the Omar boss fight takes place. This would make sense as the Great Ashen could have indeed fallen through the portal to The Gnaw
Ashen Wiki

### Ashen

Ashen is an action RPG about a wanderer in search of a place to call home. This is a world where nothing lasts, no matter how tightly you cling to it. At its core, Ashen is about forging relationships. Players can guide those they trust to their camp - together, you might just stand a chance. Created by A44 / Annapurna Interactive

A feature list for the game can be found here: Features

To browse all pages, go here: Directory

A quick rundown of the plot can be found here: Story

A list of all contributors to this wikia can be found here: Contributors
Ukkoto

Ukkoto is the first boss and first Elder Dark encountered in the game during the Annex of Light Journey he is a Listener Shade that walks on all-fours. He can teleport and attacks like an animal. He can dash in a line and has a pulse attack that will inflict a huge amount of damage to anyone nearby. He can climb the pillars in his arena or hide in the holes within the walls of the arena.

It looks like Listeners degrade through contact with the Shadow as they share the same model as Ukkoto.

Ukkoto stole Sissna's Spinner's Cauldron and Riak's Talon during the Elder Dark War, hiding it away from her; he likely threw it in the Twisted Canyon. When defeated he will drop Ukkoto's Faceplate and Ukkoto's Guile.

After defeating Ukkoto the player will unlock a door that leads to Amara.
Bearded Axe

The Bearded Axe is a one-handed weapon which the player may find during their play-through. It is first found in broken form, and may be Ash Infused.

## Base Stats (Broken)

Damage (L|H): 32 | **38**

*Stun (L|H): 5 | **8***

Critical Hit Chance: 15%

### **Item Description**

*An excellent axe for those wanting to stay light on their feet. In talented hands, the hook on a bearded axe can do grievous bodily harm.*

*"Even Listeners are wary of the hook from a bearded axe." - Bataran*
Ashen Multiplayer

## Joining up

To get started with your friend in Ashen there is a process and requirements. You must first have the same amount of bosses defeated and must have at least ignited the starting ritual stone in Vagrant's Rest. You cannot meet in Vagrant's Rest. You also might want to be speaking to your friend as you do this because both games must be configured the same. Go into System page in your menu, and go to multiplayer. Turn on *Disable AI* and *Use Multiplayer Filter* (*Disable Multiplayer* must be off). Put in a 6 digit code and make sure your friend puts in the exact same code. Next exit the menu and go to the same place (in-game) as your friend. Your friend will look exactly like one of the NPCs in Vagrant's Rest that would accompany you otherwise. You should at this point feel a little bit of lag and see the autosave symbol as your friend appears next to you.
Wanderer's Clothing

Found near the Birthing Waters after speaking to Gefn

Armor: 50

Stun Resistance: 50

Damage Reduction: +15%

Stamina Costs: +10%

Stamina Regeneration: -10%

Loot flavor: Comfortable and durable clothing

Inventory flavor: Some modest protection from the elements

flavor quote: *"Deer hair, rafet fur, leather and hide. Keeps the chill off my skin and the thorns off my backside"* - Jokell