Glorious Alpha Two Testers!
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Best Of
Alpha Two Update Notes 0.7.6 - Thursday, April 3, 2025
These are the update notes for changes to the Alpha Two that went to testers on Thursday, April 3, 2025
Node Siege Rewards have temporarily been removed.
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
ALPHA TWO UPDATE NOTES 0.7.6 - THURSDAY, APRIL 3, 2025
Node Siege Rewards have temporarily been removed.
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
ALPHA TWO UPDATE NOTES 0.7.6 - THURSDAY, APRIL 3, 2025
- Node Siege gate health has been decreased to 5,000,000
- Node Siege characters that are channeling objectives will now be immune to crowd control abilities
- Node Siege - fixed a bug that allowed for characters to continue to channel the banner objective when they were no longer near it
- Music in the Turquoise Sea should no longer skip or cut out near Harbors
- Trading Post Commodities from the Turquoise Sea will now sell for the correct amount

2
Re: Dev Discussion #74 - Rogue Archetype
Some more specific positive feedback about Acrobatic Strike
Seeing complaints from others about both the camera of Acrobatic Strike and that it doesn't turn your character to face the enemy I think others might not be aware Acrobatic Strike is controllable mid-jump.
If you don't turn, you'll be out of melee range facing away from the target. However, if you control your camera/character to keep facing the target, you'll land in melee range on the opposite side.
IMO isn't a super high skill ceiling to do, and gives nice alternative functionality without spending a skillpoint.
Seeing complaints from others about both the camera of Acrobatic Strike and that it doesn't turn your character to face the enemy I think others might not be aware Acrobatic Strike is controllable mid-jump.
If you don't turn, you'll be out of melee range facing away from the target. However, if you control your camera/character to keep facing the target, you'll land in melee range on the opposite side.
IMO isn't a super high skill ceiling to do, and gives nice alternative functionality without spending a skillpoint.
Re: Post your ingame FPS here, along with system specs!
MSI Optix MAG274QRF-QD
Intel Core i7-12700K
Gigabyte RTX 4070 Super WINDFORCE OC 12GB
MSI Z690-A PRO DDR4
Corsair Vengeance 64GB DDR4 3600 CL18
Samsung 980 PRO 1 TB PCIe 4.0
1440p Gameplay on Ultra
~60-90 FPS with DLSS off
~110-140 FPS with DLSS on balance/performance
Intel Core i7-12700K
Gigabyte RTX 4070 Super WINDFORCE OC 12GB
MSI Z690-A PRO DDR4
Corsair Vengeance 64GB DDR4 3600 CL18
Samsung 980 PRO 1 TB PCIe 4.0
1440p Gameplay on Ultra
~60-90 FPS with DLSS off
~110-140 FPS with DLSS on balance/performance

1
Re: Post your ingame FPS here, along with system specs!
GrandSerpent wrote: »GPU: RTX 4090
Resolution: 4k
Graphics Quality setting: Ultra
Super Resolution (DLSS/FSR): Off
Frame Generation: Off
CPU: Intel i9-12900K
RAM: 128 GB
FPS: 60
GPU: RTX 4070
Resolution: 1080p
Graphics Quality setting: Ultra
Super Resolution (DLSS/FSR): Off
Frame Generation: Off
CPU: AMD Ryzen 7 5800X 8-core, 16-thread
RAM: 64 GB DDR4 3600 AMD Optimized
FPS: 60
Do you guys have VSync on? That might be limiting the FPS to 60. Which is fine. I would just think it can go higher without.

1
Re: Repeatable Collection quests and other quest feedback
over 61 which is what i got to on one of the items before i handed in, im assuming 100 but never hit the cap
1
Re: Error Authenticating with Intrepid Cloud Services
[SOLVED]
https://developer.microsoft.com/en-us/microsoft-edge/webview2/?cs=1155835057&form=MA13LH#download
This installer kept telling me that webview2 was already installed. I ran the installer as administrator and it ran the full install and now the launcher works. Very frustrating that it kept telling me everything was already installed.
https://developer.microsoft.com/en-us/microsoft-edge/webview2/?cs=1155835057&form=MA13LH#download
This installer kept telling me that webview2 was already installed. I ran the installer as administrator and it ran the full install and now the launcher works. Very frustrating that it kept telling me everything was already installed.
1
Re: Action Bar
SirChancelot wrote: »If an option for this exists and I just can't find it I would love to know.
Is there a way to have my Mount action bar replace my combat action bar in terms of hot keys when I mount up?
For example the dragon riding in WoW. The dragon riding action bar replaces my main action bar while I am flying around.
I feel like having an extra action bar for my Mount when I can't use my primary action bar while mounted anyways is kind of silly. So to use the Mount action I have to hit Z to unlock my mouse, go clock that action bar, then hit Z again.
You could also drop this suggestion in the Feedback section or during one of the monthly Q&A streams. It’s definitely the kind of QoL improvement Intrepid might add later.

1
Re: Dev Discussion #74 - Rogue Archetype
Currently having a blast playing the rogue. My feedback is simple. It feels terrible that the best weapon combo for the Rogue is the greatsword and longbow. I really want the daggers to be the best option but the amount of damage you loose out on doesn't even make it a close contest.
Re: Dev Discussion #74 - Rogue Archetype
Rogue Level 18
Skills:
• Grappling Hook: Definitely one of my favorite features moving around the landscape. Getting on top of buildings feels a bit like I’m an Assassins Creed player.
• Sap: Not as strong as it could be for a sustained point of view.
• Double Strike: This feels like it should be a passive skill as there are already so many buttons to manage on the tool bar.
• Soothing Shadows: A much-appreciated skill to have for reduced downtime.
• Flurry: Skill seems to be underwhelming at 10% attack speed, yet used as a main skill especially for aoe hits.
• Backstab/stab: I enjoy how positioning changes the effect of this skill. I wish more skills where like this.
VFX
• Smokebomb: All I can say is “Ninja Vanish”. A great skill to have for a rogue and I enjoy the total visual blindness on the screen.
• Feint: Another great skill that lines up nicely with the Rogue game place to quick get behind your opponent. It took a bit of getting used to not having the camera align with where I am facing. Sometimes you don’t always face your opponent when using this ability.
• Advantage: It is sometimes challenging to see if you have advantage in the middle of a fight to time combos just right.
Daggers Weapon Combos: Not sure if I have all the timing just right. It would be helpful to see how the combo is built up in some way as a visual que.
Skills:
• Grappling Hook: Definitely one of my favorite features moving around the landscape. Getting on top of buildings feels a bit like I’m an Assassins Creed player.
• Sap: Not as strong as it could be for a sustained point of view.
• Double Strike: This feels like it should be a passive skill as there are already so many buttons to manage on the tool bar.
• Soothing Shadows: A much-appreciated skill to have for reduced downtime.
• Flurry: Skill seems to be underwhelming at 10% attack speed, yet used as a main skill especially for aoe hits.
• Backstab/stab: I enjoy how positioning changes the effect of this skill. I wish more skills where like this.
VFX
• Smokebomb: All I can say is “Ninja Vanish”. A great skill to have for a rogue and I enjoy the total visual blindness on the screen.
• Feint: Another great skill that lines up nicely with the Rogue game place to quick get behind your opponent. It took a bit of getting used to not having the camera align with where I am facing. Sometimes you don’t always face your opponent when using this ability.
• Advantage: It is sometimes challenging to see if you have advantage in the middle of a fight to time combos just right.
Daggers Weapon Combos: Not sure if I have all the timing just right. It would be helpful to see how the combo is built up in some way as a visual que.

1
Re: 1 to 1 AP Rating > AS Rating
As a follow up, I'm not saying AS Rating is a negative thing or that it doesn't improve DPS. I'm saying that AP Rating is just massively better.
The root problem I think is that AS Rating and AP Rating aren't comparable parts of the basic DPS equation, though the naming scheme makes it feel like they are.
Simplifying things, DPS from using an ability is DamageMultiplier% * FlatDamage / (BaseActivationTime / (1 + IncreasedSpeedMultiplier%))
Increased speed multiplier of +1% would give the same DPS as increased damage multiplier of +1%
However, AP Rating does not contribute to DamageMultiplier%! It contributes to FlatDamage (proportionally, no diminishing returns) in the equation while AS Rating contributes to IncreasedSpeedMultiplier (not proportionally, there are diminishing returns).
DamageMultiplier% and BaseActivationTime come from the ability being used.
By increasing AP Rating by 1 you are increasing your overall damage by a percent of how much AP Rating you already have. By increasing AS Rating by 1 you are increasing your IncreasedSpeedMultipler by at most 0.1% (less with diminishing returns)
^ That is why increasing AP Rating gives more DPS than AS Rating until 1000 AP Rating. (Current AP Rating + 1 / Current AP Rating) is greater than 0.1% until Current AP Rating is 1000
Side note on AS Rating diminishing returns: Observed 0.1% Attack Speed increase on the character sheet per AS Rating for values 1-20. There are some funky diminishing returns, and could not backwards engineer a formula that made sense. But by 445 AS Rating you are getting less than 0.069% increased attack speed per point of AS Rating.
The solution IMO is both simple and extreme at the same time. Abilities need to define the FlatDamage and AP Rating needs to contribute to an IncreasedDamageMultipler (like AS Rating does for IncreasedSpeedMultiplier) give them the same diminishing returns formula, and now they both contribute to the DPS equation equally. They would both interact with buffs similarly (stack additively with buffs to their own multiplier, and naturally multiplicatively with buffs to the other multiplier)
With the base DPS issues taken care of, I think AP Rating increasing Dots and other effects would be balanced well enough against AS Rating giving faster attacks and more frequent combos.
The root problem I think is that AS Rating and AP Rating aren't comparable parts of the basic DPS equation, though the naming scheme makes it feel like they are.
Simplifying things, DPS from using an ability is DamageMultiplier% * FlatDamage / (BaseActivationTime / (1 + IncreasedSpeedMultiplier%))
Increased speed multiplier of +1% would give the same DPS as increased damage multiplier of +1%
However, AP Rating does not contribute to DamageMultiplier%! It contributes to FlatDamage (proportionally, no diminishing returns) in the equation while AS Rating contributes to IncreasedSpeedMultiplier (not proportionally, there are diminishing returns).
DamageMultiplier% and BaseActivationTime come from the ability being used.
By increasing AP Rating by 1 you are increasing your overall damage by a percent of how much AP Rating you already have. By increasing AS Rating by 1 you are increasing your IncreasedSpeedMultipler by at most 0.1% (less with diminishing returns)
^ That is why increasing AP Rating gives more DPS than AS Rating until 1000 AP Rating. (Current AP Rating + 1 / Current AP Rating) is greater than 0.1% until Current AP Rating is 1000
Side note on AS Rating diminishing returns: Observed 0.1% Attack Speed increase on the character sheet per AS Rating for values 1-20. There are some funky diminishing returns, and could not backwards engineer a formula that made sense. But by 445 AS Rating you are getting less than 0.069% increased attack speed per point of AS Rating.
The solution IMO is both simple and extreme at the same time. Abilities need to define the FlatDamage and AP Rating needs to contribute to an IncreasedDamageMultipler (like AS Rating does for IncreasedSpeedMultiplier) give them the same diminishing returns formula, and now they both contribute to the DPS equation equally. They would both interact with buffs similarly (stack additively with buffs to their own multiplier, and naturally multiplicatively with buffs to the other multiplier)
With the base DPS issues taken care of, I think AP Rating increasing Dots and other effects would be balanced well enough against AS Rating giving faster attacks and more frequent combos.