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
Re: Dev Discussion #75 - Node Siege System
Guild Master of Stonehold here.
We took this event seriously. We rallied our battle-ready members, just like you asked. Level 25s, geared, ready to participate, eager to help stress test and give meaningful feedback. And what happened?
Two of the largest PvP guilds - Cartel and Death Company - were immediately handed leadership of the attacking side. No discussion, no opportunity for other guilds to participate meaningfully in team formation or strategy.
Then, in full view of Intrepid staff, Lopata (leader of Death Company) asked if he could kick low levels. He was told yes - but instead of kicking low levels, he kicked every member of our guild, despite us being max level, geared, and signed up early. Every time we reapplied, we were kicked again.
By the time the siege began, the attacking team was made up of 95% Cartel and Death Company members - a public playtest hijacked by two of the most openly antagonistic and self-serving groups on the server.
The whole thing felt like a slap in the face to everyone else. We were invited to a community event - and watched it get turned into a private scrim for the very people whose entire reputation is built on exclusion, ego, and toxicity. They even mocked players afterwards with “join the dark side” comments in Discord.
If Ashes is supposed to reward long-term investment, trust, and character reputation - this event did the opposite. It left dozens of guilds and solo players standing on the sidelines while the loudest and most selfish groups took over.
The solution is very simple:
This was a missed opportunity to show off one of the core values of Ashes - that community and character matter. Please don’t let a few bad actors keep stealing the spotlight from everyone else who are here to help build something real.
- Glandallin
We took this event seriously. We rallied our battle-ready members, just like you asked. Level 25s, geared, ready to participate, eager to help stress test and give meaningful feedback. And what happened?
Two of the largest PvP guilds - Cartel and Death Company - were immediately handed leadership of the attacking side. No discussion, no opportunity for other guilds to participate meaningfully in team formation or strategy.
Then, in full view of Intrepid staff, Lopata (leader of Death Company) asked if he could kick low levels. He was told yes - but instead of kicking low levels, he kicked every member of our guild, despite us being max level, geared, and signed up early. Every time we reapplied, we were kicked again.
By the time the siege began, the attacking team was made up of 95% Cartel and Death Company members - a public playtest hijacked by two of the most openly antagonistic and self-serving groups on the server.
The whole thing felt like a slap in the face to everyone else. We were invited to a community event - and watched it get turned into a private scrim for the very people whose entire reputation is built on exclusion, ego, and toxicity. They even mocked players afterwards with “join the dark side” comments in Discord.
If Ashes is supposed to reward long-term investment, trust, and character reputation - this event did the opposite. It left dozens of guilds and solo players standing on the sidelines while the loudest and most selfish groups took over.
The solution is very simple:
- Devs should control who gets into each team.
- Limit it to level 25s if necessary.
- Use a first-come, first-serve signup pool.
- Let anyone who wants to shotcall step up, but don’t let them gatekeep participation entirely.
This was a missed opportunity to show off one of the core values of Ashes - that community and character matter. Please don’t let a few bad actors keep stealing the spotlight from everyone else who are here to help build something real.
- Glandallin
Re: Dev Discussion #74 - Rogue Archetype
The rogue feels a lot of fun to play and scrathes all of the itches I have when it comes down to playing an assassin/rogue archtype.
I just really hope that instead of nerfing it you bring all of the other classes up to scratch and make them just as fun.
As a game developer myself of 15 years I truly appreciate the work that went into the rogues design, and whoever the designer of the class is, needs to be given lead in bringing all the other classes up to the same standard. If all of the classes are as enjoyable as this then you for sure have a winning MMO on your hands.
I just really hope that instead of nerfing it you bring all of the other classes up to scratch and make them just as fun.
As a game developer myself of 15 years I truly appreciate the work that went into the rogues design, and whoever the designer of the class is, needs to be given lead in bringing all the other classes up to the same standard. If all of the classes are as enjoyable as this then you for sure have a winning MMO on your hands.

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Alpha Two Update Notes 0.7.5 - Wednesday, April 2, 2025
These are the update notes for changes to the Alpha Two that went to testers on Wednesday, April 2, 2025
Node Siege Rewards have temporarily been removed. We’ll be doing testing of this feature on Alpha Two realms. You can find out more about Node Siege testing in Discord here.
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
Known Issue
ALPHA TWO UPDATE NOTES 0.7.5 - WEDNESDAY, APRIL 2, 2025
Node Siege Rewards have temporarily been removed. We’ll be doing testing of this feature on Alpha Two realms. You can find out more about Node Siege testing in Discord here.
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
Known Issue
- Node Siege attacking team invitations may continue to pop up, even after they’ve been canceled/declined
ALPHA TWO UPDATE NOTES 0.7.5 - WEDNESDAY, APRIL 2, 2025
- Node Siege gates are no longer affected by status conditions
- Node Siege gate health has been increased to 10,000,000
- Node Siege camp guards have been removed from the attacker and defender camps
- Potion Launchers on Caravel ships are no longer able to be interacted with after the Caravel is destroyed
- Guard Captains that melee can now use the Tomahawk ability

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Re: Our Issues with Combat and Gear in Alpha 2
For sure, the inverse of that would be fine also, but again you're looking at TTK issues. We'll have to see on the 27th if it feels better with the changes being released.
Re: Our Issues with Combat and Gear in Alpha 2
I have also received feedback on certain weapons destroying the archetype feel of classes. With everyone being able to use every ranged weapon, it takes away some of the reason why people play ranged or melee classes.
If you want to be able to use a bow as a Mage you should have to spec into Ranger.
If you want to be able to use a wand as a Tank you should have to spec into Mage/Summoner.
This would give each class identity with weapons.
If you want to be able to use a bow as a Mage you should have to spec into Ranger.
If you want to be able to use a wand as a Tank you should have to spec into Mage/Summoner.
This would give each class identity with weapons.
overwhelmed on where to start
I've joined the party back in 2020 and have totally forgotten about the game till now. I'm wanting to make a DPS first then a cleric. Any direction would be helpful. ty
Re: Trying to understand why Salves and Potions are on the same GCD
Presumably cos they're both an in-battle consumable made using the Alchemy profession?
Trying to understand why Salves and Potions are on the same GCD
So I have done some experimenting with Salves and Potions in combat.
What i have found is that I prefer having Potions over salves as the potions provide a higher health increase then the salves.
additionally i have mainly focusing on mats or finding the potions for sale instead of looking for salves which in turn makes salves not really worth crafting.
might i recommend putting salves on a different GCD in order for salves to be used which in turn would make for a better economy.
What i have found is that I prefer having Potions over salves as the potions provide a higher health increase then the salves.
additionally i have mainly focusing on mats or finding the potions for sale instead of looking for salves which in turn makes salves not really worth crafting.
might i recommend putting salves on a different GCD in order for salves to be used which in turn would make for a better economy.
Cleric Heals and Gear
Cleric's the Healing Power stat does not seem to really to offer much to boost Healing output.
For instance having a character with mainly healing power gear vs a character with higher magic power the character with higher magic power heals for more than a cleric with more Healing power.
from what i have found Healing power is a flat boost and there is not a lot of gear that offers healing power that can compete with damage output from a mage with high Magic Pen.
For instance having a character with mainly healing power gear vs a character with higher magic power the character with higher magic power heals for more than a cleric with more Healing power.
from what i have found Healing power is a flat boost and there is not a lot of gear that offers healing power that can compete with damage output from a mage with high Magic Pen.
Re: Make Levels Great Again!
Defenders shouldn't be hit by guards in the first placeCall this the "Defender's Advantage";
When node war is declared, the defenders no longer drop gatherables/incur xp debt when killed by guards or players.

But I'd prefer if both sides only got their gear decayed. Mostly because I still want people to join the attacker side. Just as corruption lessens the amount of attacks on greens, these kinds of penalties would reduce the amount of attackers in events.
And the main argument against this would be smth along the lines of "well, just don't take items with you to the fight", but then why da fuck would we even have the item drop during the event if the optimal (and relatively easy) way is to literally remove the ability to even lose anything. Makes no god damn sense.
Well, it makes the "lazy patchwork" sense, but I really hope that it's not the case here.

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