
With Fellowship already in Early Access, players are jumping into the game’s most challenging system: Ascension and Curses. These are special modifiers, specifically designed to increase the challenge of dungeons and adventures in Fellowship, further adding a depth to each run. Whether you are challenging yourself or pushing for a leaderboard spot, understanding these systems is crucial to success.
In this guide, we will break down every Ascension and Curse in Fellowship, from how each of them works to how you can overcome the challenges.
Fellowship: What are Ascensions and Curses?

Both Ascensions and Curses in Fellowship are difficulty modifiers appearing in ranked playthroughs. You will only encounter these while climbing the competitive ladder and not in Quickplay.
While both Ascensions and Curses modify adventure and dungeons, how they work is different in nature:
- Ascension: These are generally considered as regular difficulty escalations that test your potential and team synergy without making any drastic alteration to the overall gameplay.
- Curses: These modifiers completely alter how the gameplay works, introducing varying mob behavior, environmental hazards, and debuffs that require a complete change of strategy.
Both of these are set in place to challenge players who want to climb the ranked ladder by testing their abilities as well as how they work under pressure in a team.
In Fellowship, these modifiers activate depending upon your rank. Here’s how they work:
- Contender 4+: 1x Ascension (Asha’s Dilemma)
- Contender 7+: 2x Ascensions (Asha’s Dilemma and Vayr’s Legacy)
- Adept 1+: 1x Curse and 1x Ascension
- Adept 7+ 2x Curses
- Max level +: 2x Ascensions and 2x Curses
Also Read: Fellowship: Complete Gearing guide
Fellowship: Ascensions


Ascensions in Fellowship are minor dungeon modifiers that make every instance systematic, like enemy behaviors, timers, and scoring, without completely altering the core mechanics.
Currently in its Open Beta phase, dungeons can have up to two active Ascensions at the same time. Once you reach Contender 4, these modifiers begin to show up and rank up along with you.
Here are all the confirmed Ascensions in Fellowship so far:
1) Asha’s Dilemma (Contender 4+)
The first Ascension you face in Fellowship adds a time limit to every dungeon. Finishing under the time limit will give you a full score and rewards, while going over the time limit will lead to a gradual reduction of rewards and score.
To balance this challenge, you will gain bonus Spirit Generation capability when the time limit expires.
2) Vayr’s Legacy (Contender 7+)
This is unlocked with the first capstone dungeon, making enemies tougher by granting additional abilities to some mobs. These new movesets vary from dungeon to dungeon, usually making fights more complicated. Vayr’s Legacy requires you to be extremely aware of enemy movements and control the battlefield more efficiently.
3) Asha’s Regret (Adept 1+)
On reaching the rank of Adept, Asha’s Dilemma transforms into Asha’s Regret. While the timer remains the same, it removes the Spirit generation boost when the timer goes out. Instead, it reduces the rewards for dungeon completion by a single upgrade level, creating a high penalty.
Fellowship: Curses


Curses are modifiers that drastically alter the core gameplay, giving you both opportunities and hazardous situations. This is a dynamic system that gives you different Curses per week from a pool of 10, giving you fresh dungeon challenges every week.
Curses start showing up once you have made it to the rank of Adept, adding one Curse at the start and then two per Champion Rank.
Here are all the available Curses in Fellowship as of now:
1) Binding Ice
With this Curse active, a random player gets afflicted and explodes after five seconds. This immobilizes all players and enemies in the blast.
If timed correctly, the explosion can be used to immobilize enemies.
2) Blood Shards
With this Curse active, enemies will explode when they die and deal 2% of their max health as damage to the group while granting you 1% experience (XP) for 30 seconds that stacks up to 15.
This makes killing enemies quickly a problem, as it can easily kill you as well.
3) Carnage
This curse distributes 10% of all incoming player damage between the group as DoT, punishing players for careless group-wide damage.
While your group gets penalized for any incoming damage, your party also gets a healing of 10% of damage dealt.
4) Empowered Minions
Certain enemies and mobs get increased health and power, while granting you 20% Movement Speed and Haste for 40 seconds when they die.
5) Malevolent Spirits
With this Curse active, killing an enemy will spawn a Malevolent Spirit, which buffs all nearby enemies with 50% Damage Reduction and 20% Haste, until it has been neutralized.
6) Meteor Rain
When active, meteors will fall from the sky periodically, dealing major damage. Each exploding meteor will grant your team two Spirit Ability Charges.
7) Shadow Lord’s Trial
When this curse is active, enemies will stop giving kill scores; instead, they will drop Shadow Orbs. Collect 30 of these orbs to spawn in the Emissary of the Shadow Lord and defeat him to get the kill score.
8) Stone Skin
Regular non-boss enemies gain 30% increased Health but they explode on death. This explosion deals 15% of their maximum health as damage to nearby enemies.
9) Ultimatum
This Curse increases the Health and damage output of bosses by 10% while reducing all player cooldowns by 10%.
These are all the known dungeon modifiers in Fellowship, allowing players to experience the dungeon in new ways every week while keeping the challenges fresh.
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Edited by Abu Amjad Khan







