Glorious Alpha Two Testers!
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
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 testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
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 0.6.0 - Thursday, March 13, 2025
These are the update notes for changes to the Alpha Two that went to testers on Thursday, March 13, 2025
Vyra Realm is no longer on a separate dropdown from the launcher. All Alpha Two realms can be accessed through the launcher by selecting "Alpha Two" as the environment
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
QUESTS, EVENTS & COMMISSIONS
CHARACTER, ARCHETYPES, & COMBAT
NODES
ECONOMY & ARTISANSHIP
ENEMIES & NPCS
WORLD
LIGHTING & ART
Vyra Realm is no longer on a separate dropdown from the launcher. All Alpha Two realms can be accessed through the launcher by selecting "Alpha Two" as the environment
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
QUESTS, EVENTS & COMMISSIONS
- Quest items now support stacking up to a maximum of 100
- Issues with events that players couldn't complete have been resolved
- Map indicator locations for events now display correctly
- Notifications now properly appear for quests
- More commissions have been added to the Sandsquall Desert commission board
- "Staunch the Blood Blade" quest can now be completed
- Collecting the ingots for the "Burnt Ends" quest now correctly updates for the optional objective
- The Assassin Spirits that spawn during "The Last Moot" quest will now properly attack players
- The quest to kill Quick Teddie has been disabled for the time being
- The event "Ostracon Hunt" now correctly grants a reward
- Najash ambushes in the Sandsquall Desert now start correctly
- Players can now loot the reward chest at the end of the "Deathroll Pond" event
- Multiple players can now loot the Bonebinder ritual skeletons for the "Welcome to the Larder" quest
- Interacting with the chest for "A Wicked Intent" now properly grants rewards instead of a single Dim Glint
- The reward chest for the "Gatorator" Sandsquall event can now be opened
- The "Grubfiddle's Notebook" quest can now be completed as intended
- The "Collect a Goblin Whipcracker" objective now functions correctly during the "Got Goblin Goods?" quest
- Optional quest loot now properly drops during the "Got Goblin Goods?" quest
- Characters can now properly complete the "Pillars Among Beasts" event
CHARACTER, ARCHETYPES, & COMBAT
- Prismatic Beam - Fixed an issue causing the ice version of Prismatic Beam to deal double the intended damage
- Updated Camouflage and Arcane Eye to function with the new stealth system. Arcane Eye adjusted to now lower the stealth level of nearby enemies
- Adjusted base experience gain from monster kills to be calculated off of the direct contributor’s level rather than highest party member level
- Players who kill out-of-level monsters while in a party no longer receive experience, despite the levels of other members of the party.
- Example: A level 6 player will not receive experience credit for killing a level 20 creature, even if they have a party member who is level 15
NODES
- Fixed issues with the Service Building window
- Temporarily added a War Declaration cooldown
- In a future update, we are planning to add an energy based mechanic to War Declarations. A Node or guild will have a default amount of War Declaration charges, and after being used this will take time to recharge
ECONOMY & ARTISANSHIP
- Fixed some incorrect Caravan component recipes
- Fixed a bug preventing materials from being deleted from the inventory
- Fixed an issue on the Vyra Realm that would cause some Commodities to have no sell value
ENEMIES & NPCS
- Risen Warhorns will now cast their ability “Battle Prayer - Resonance” as intended
- The zombie created by the cultist’s self-sacrifice ability will no longer disappear after 30 seconds
- Minotaur Disciples will no longer become stuck in a charging ability and be unable to path or take other action
- Najash Predators will no longer become stuck and unable to path when leashing
- Giant Scorpion’s tails will no longer clip through their own back while playing certain out of combat animations
- Flame Elementals will no longer deform unexpectedly around the chest during certain animations
WORLD
- Continued iteration of the Sandsquall Desert including its terrain and population
- Various bug fixes to the Sandsquall Desert and its pocket dungeons
LIGHTING & ART
- Fixed issues with water not loading at a distance
- Improved lighting passes across Ursine Caves, Tower of Carphin, Communion, Stone Hold, Lost Heroes Sepulcher, Scarabsong Hollow, and Apothecarium Dreadmire
- Fixed issues where transitions between dusk and dawn that would have unnatural green lighting

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I think we have tested the grind - LFG blues
Combat is really fun. Its a testament that people are willing to grind for so long. Some people have gotten to level 25 more then a few times. I think allot of people are ready to test other ways to level. We were told there would be many ways to level. This does not mean we dont want to still test grinding but we need more verity. Casual players need this more then any other type of player. Its fact no MMO makes it without the casuals.
It sucks when you log in with just an hour play time and you spend 30 min looking for a group and the next 30 min trying to get to that team. LFG tools are really needed. My wife plays a Cleric and I a Bard and we have a hard time finding teams. Never had that problem playing support in any other MMO.
It sucks when you log in with just an hour play time and you spend 30 min looking for a group and the next 30 min trying to get to that team. LFG tools are really needed. My wife plays a Cleric and I a Bard and we have a hard time finding teams. Never had that problem playing support in any other MMO.
Re: 🌼👋 Dev Discussion: Gatherable Spawning System
For gathering, it's simple: Make Gear Meaningful.
If I have a high speed rating, I should gather that resource faster than others with lower ratings.
If I have a high quantity rating, I should be able to gather more than 5 stone.
If I have a high rarity rating, I should have a higher chance to score a higher rarity.
Don't make a node spawn with a preset rarity. The player should roll at the time of mining for rarity. So, a node for someone who has beginner gear gets an uncommon resource, but the player that worked hard for a high rarity rating would be way more likely to get an epic or lego from that same node. It should be the player that rolls rarity, not predetermined by the spawner.
The spawner could roll a weighted number or multiplier to add to the player roll for higher chances or higher rarity (so newbs can still score lego, although extremely rare).
You guys continue to talk about the gathering system needing to be contested. No. It doesn't. There should be EVENTS for stuff like that, but ordinary gathering should be a task that you can do leisurely (ish) or have your alt do it without having to level them up to 25.
The contest at a node should be: I have better gear than you with a speed buff, so I'm going to be able to mine this before you finish.
Gathering is a break from the fight grind. Don't make it a fight grind.
There's a lot of good stuff in the post about the changes. I'm looking forward to seeing how it shakes out.
Oh, and the processing changes...just made my day!
If I have a high speed rating, I should gather that resource faster than others with lower ratings.
If I have a high quantity rating, I should be able to gather more than 5 stone.
If I have a high rarity rating, I should have a higher chance to score a higher rarity.
Don't make a node spawn with a preset rarity. The player should roll at the time of mining for rarity. So, a node for someone who has beginner gear gets an uncommon resource, but the player that worked hard for a high rarity rating would be way more likely to get an epic or lego from that same node. It should be the player that rolls rarity, not predetermined by the spawner.
The spawner could roll a weighted number or multiplier to add to the player roll for higher chances or higher rarity (so newbs can still score lego, although extremely rare).
You guys continue to talk about the gathering system needing to be contested. No. It doesn't. There should be EVENTS for stuff like that, but ordinary gathering should be a task that you can do leisurely (ish) or have your alt do it without having to level them up to 25.
The contest at a node should be: I have better gear than you with a speed buff, so I'm going to be able to mine this before you finish.
Gathering is a break from the fight grind. Don't make it a fight grind.
There's a lot of good stuff in the post about the changes. I'm looking forward to seeing how it shakes out.
Oh, and the processing changes...just made my day!
Re: 🌼👋 Dev Discussion: Gatherable Spawning System
"Gatherable Spawn Clustering (by rarity) introduces variability in spawn times, amounts, and locations"
Based on the article just posted, it reads that rarity is still going to be hard coded into the material spawn and have nothing to do with the rarity stats on gear - so you're just invalidating that entire system. (Ironic given Steven's stance on making a game and invalidating the entire crafting section like other games do).
The rest of the article doesn't address the issue at all and just states that you're going to be giving tools to bot farms to allow them to zero in on the rare node spawns. (The idea is to make it harder for those guys, not easier).
Lastly, the joke about creating conflict is that conflict is now artificial, not organic. This directly contradicts the dev statement of letting the players make their own stories and not have to sit around specific locations making the gameplay loop boring.
Based on the article just posted, it reads that rarity is still going to be hard coded into the material spawn and have nothing to do with the rarity stats on gear - so you're just invalidating that entire system. (Ironic given Steven's stance on making a game and invalidating the entire crafting section like other games do).
The rest of the article doesn't address the issue at all and just states that you're going to be giving tools to bot farms to allow them to zero in on the rare node spawns. (The idea is to make it harder for those guys, not easier).
Lastly, the joke about creating conflict is that conflict is now artificial, not organic. This directly contradicts the dev statement of letting the players make their own stories and not have to sit around specific locations making the gameplay loop boring.
Re: 🌼👋 Dev Discussion: Gatherable Spawning System
To quote Steven/webpage " Testers will also be able to gain information about gatherables that are waiting to respawn"
What a HORRIBLE idea.
Also, stop this insane idea of trying make conflict around gatherables. There is enough PvP content already planned.
What a HORRIBLE idea.
Also, stop this insane idea of trying make conflict around gatherables. There is enough PvP content already planned.
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Re: 🌼👋 Dev Discussion: Gatherable Spawning System
For static rarity (a system that was a bizarre idea in the first place), the proposed solution in the article isn't much better. I would encourage Intrepid to reverse direction on this entirely. Unilaterally camping epic and legendary resources is not going to stop because you make the spawn timer a window instead of an exact respawn time and it will not stop if you make the same node reappear in an area instead of an exact location. Players are very resourceful, and they will reverse engineer this system just like they did before.
Most of the community is asking for a very simple and fair system. Each resource node should default to common and then the player rolls (based on their rarity stat and other bonuses) for a higher quality proc. Legendary spawns should be ultra rare if you have no bonuses. Once you have that foundational system in place, then add other systems with bonuses to rarity, for example: resources inside a lawless zone or pvp event area.
Most of the community is asking for a very simple and fair system. Each resource node should default to common and then the player rolls (based on their rarity stat and other bonuses) for a higher quality proc. Legendary spawns should be ultra rare if you have no bonuses. Once you have that foundational system in place, then add other systems with bonuses to rarity, for example: resources inside a lawless zone or pvp event area.

5
Guild Commissions
Are there plans to implement a guild commission system wherein a GM can create missions for their guildmembers and designate rewards for completion from guild resources? I think this tool would VASTLY improve inter-guild structures.
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Re: 🌼👋 Dev Discussion: Gatherable Spawning System
I found a legendary braidwood tree, timed it and was able to make 100+ gold in 1 day. Insane and there was nothing anyone else can do about it.
This paragraph alone shows just how skewed the current Static Nodes system is.
The Great Hunt (named mobs drops)
All the best items in the game getting camped non stop.
Players logging in exactly every 35 minutes just to get a shot and logging off immediately after.
Sometimes up to 10 people sitting in place swinging their swords in the air trying to get the first hit in.
The best lvl 20 mount in the game for some reason drops from a lvl 13 mob, getting camped by lvl 25 players.
The best lvl 10 caster ring location getting exploited by people that sit all day on a rooftop, and teleport the mob on the roof where it stops attacking and other people can't even try to contest.
The only way to deal with it is to do the same, and be luckier, or bring more people to increase your chances to get the tag.
This is a miserable experience and I hope something better is going to implemented soon. More RNG on spawn timers, different spawn locations for the same mob, tie them to quests, or something else, idk.







Players logging in exactly every 35 minutes just to get a shot and logging off immediately after.
Sometimes up to 10 people sitting in place swinging their swords in the air trying to get the first hit in.
The best lvl 20 mount in the game for some reason drops from a lvl 13 mob, getting camped by lvl 25 players.
The best lvl 10 caster ring location getting exploited by people that sit all day on a rooftop, and teleport the mob on the roof where it stops attacking and other people can't even try to contest.
The only way to deal with it is to do the same, and be luckier, or bring more people to increase your chances to get the tag.
This is a miserable experience and I hope something better is going to implemented soon. More RNG on spawn timers, different spawn locations for the same mob, tie them to quests, or something else, idk.








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