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: individual shop
Hey FromBehind! Good question...
Intrepid actually has plans for player stalls and personal shops. Players will be able to rent stalls in cities or even set up their own shop stands in certain zones like freeholds (player housing plots). These systems are already part of the broader design they're aiming for.
Ask Unk said, read the wiki link that he copy here and there is everything
Since we’re still in Alpha, a lot of these systems aren’t fully live yet, but they’re definitely coming. Can’t wait to see how lively the world feels once people can set up their own mini-markets everywhere! (Like lineaje II) xd
Intrepid actually has plans for player stalls and personal shops. Players will be able to rent stalls in cities or even set up their own shop stands in certain zones like freeholds (player housing plots). These systems are already part of the broader design they're aiming for.
Ask Unk said, read the wiki link that he copy here and there is everything
Since we’re still in Alpha, a lot of these systems aren’t fully live yet, but they’re definitely coming. Can’t wait to see how lively the world feels once people can set up their own mini-markets everywhere! (Like lineaje II) xd

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Re: Dev Discussion #74 - Rogue Archetype
GENERAL ROGUE FEEDBACK###Melee combo attacks (PVP Focus)###
(not specific to rogue, but presents itself most strongly in rogue gameplay)
This is a multifaceted issue, but to lay it out briefly: In a PVP setting, there is (almost) no scenario where it is advantageous to perform melee combo attacks instead of ranged combo attacks. Even if you are in melee range, it is almost always better to keep your ranged weapon active.
There are a number of contributing factors to this, but each factor is so impactful that even if 1 or 2 factors were removed, it would still be optimal to use your ranged weapon.
Contributing Factors:
Netcode and Movement
Enemy player movement looks and works great when all they are doing is running around in mostly straight lines. However, in a PVP setting, enemy player movement becomes jerky, exaggerated, and difficult to follow from a second-to-second basis. Enemy players will frequently teleport short distances when they dodge or use a movement ability. There is a frequent lack of parity between the enemy’s actual location, and the location as shown on my screen. This lack of parity is significantly above-and-beyond what one would expect to be caused by ping between the server and the two clients.
As an example: If an enemy bard flourishes away from me, and then immediately 180’s flourishes back towards me, this will often show on my screen as: the bard flourished away, and then teleported back on top of me. The enemy character will still show the flourish animation, but their location on my screen will effectively teleport.
So if I’m using a melee weapon in the above example with the bard, if I chase after the flourish by dodging (to try to stay in melee range to continue attacking), what I will frequently see is: bard flourishes away, I dodge to follow, the bard teleports off my screen. I receive no visual indicator that the bard flourished back in the direction I came from.
This causes big issues for using a melee weapon - you need to be on top of the enemy to hit them, BUT you cannot follow them too quickly, or you risk committing in a direction that they have already changed from. You must sit there and wait until their actual movement direction has resolved, before you try to gap close again. However, if you had your ranged weapon active, you could have just been using ranged combo attacks on them the whole time, because their exact location is not important.
This lack of parity between true location and displayed location is independent of server status, location, relative ping, connection quality, etc. I constantly see this jerky movement in youtube videos, in streams, when watching friends play, even in the monthly dev update streams. It's a consistent issue across the board.
Dodging and Projectile Travel Time
Say I am standing next to an enemy and as I start a combo attack against them, they immediately dodge away.
If I’m attacking with a melee weapon, the combo attack misses (due to the enemy dodging away).
If I’m attacking with a ranged weapon, often what will happen is that the attack will hit and damage the enemy after they finish their dodge. This is caused by the ranged combo attack being a projectile - it has some travel time, and since dodging causes a player character to move so quickly, the projectile will chase them through their dodge and end up hitting them after the dodge completes.
Lack of Advantages in Weapon Skill Trees for Melee Weapons
Melee weapons do not have stronger skill trees than ranged weapons do. They don’t gain more damage, have stronger debuffs, stronger buffs, or really have any actual advantage they might leverage over ranged weapons, except for: no self-slowdown when swinging a melee weapon, and melee weapon cleave damage. Cleave damage is not relevant with enough frequency in PVP to help. The lack of self-slowdown is the only real advantage gained from swinging a melee weapon.
Importance of Finishers
Simply put, executing weapon combo finishers is very important, and ranged weapons have an obvious advantage to this. If you only have a small window of time to hit a target in melee range, using a ranged weapon means that after the enemy has left your melee range, you are still able to execute your combo finishers. Melee weapons cannot, and their finishers are not stronger to make up for this disparity.
The Significance of Each Contributing Factor
The ‘Netcode and Movement’ issue trumps all the other contributing factors I’ve mentioned. If the other 3 contributing factors were resolved, but the perceived movement remained as it is now, it would still be better to always use a ranged weapon.
If ‘Netcode and Movement’ was addressed, and melee weapon finishers were made 50% stronger, it would still always be better to use a ranged weapon.
If ‘Netcode and Movement’ was addressed, AND melee weapon finishers were made 50% stronger, AND melee combo attacks were changed to be undodgeable and to always connect to your target, it would still always be better to use a ranged weapon, because of the importance of executing the combo finishers.
###Shadowstep###
Please let us separately keybind shadowstepping to an allied target vs an enemy target. If we have both an ally and an enemy targeted, the only way to step to an ally is to untarget everyone, then retarget your ally.
###Advantage Visuals and Dagger/Bow (Emyrean Race)###
While your character is in combat, the way you hold daggers is very similar to how you hold a longbow when you aren’t currently auto attacking. Having the daggers held down by your sides would do a lot to make these two more distinct.
Having the daggers at your hips would also help with seeing the glowing hands caused by having advantage stacks. As it is currently, your character’s left hand will actually be obscured from the player’s view while the daggers are active, meaning you can’t reliably use the glowing hands to track advantage.
This could be a race-specific issue.
Visual Effects (VFX) and Sound Effects (SFX)Overall the current VFX/SFX are good, given that its still a WIP. I have one main gripes, and that is that there is no visual feedback on your character to indicate if you have an active poison or not - the only way to tell is to look at your buff bar, or look at the spell’s cooldown (and remember that it lasts 10 seconds). I think some visual indicator similar to the glowing hands from Advantage would be a good idea.
(See comment in above section about the Advantage glow)
Rogue Class Mechanic “Advantage”Building advantage feels like its in a good spot. Gaining it through stealthing, and via Guile, feels fun and interactive.
What doesn’t feel fun is the fact that you are forced to spend your advantage. If I just want to single target kick, or apply Dazed without the full silence from Thump, I don’t have the option to do that; I must spend advantage if I have it. This feels like it limits my combat options a lot, and makes Thump in particular feel very inflexible; the situation must be exactly right for me to use Thump, or I’m putting myself at a huge disadvantage (usually caused by Thump consuming my last Advantage, meaning I no longer have the 30 stam dodge).
Rogue StealthStealth feels really nice to use, but it has a few notable issues at the moment, as well as two MASSIVE issues in PVP:
- Massive issue #1: The camera-turn bug. If a rogue is stealthed in front of you, simply turn your camera away, then turn it back. You can now see the rogue’s nameplate, effectively rending stealth irrelevant as a tool to conceal yourself.
- Massive issue #2: The display of allied ability effects. If you (the rogue) are at all visible to the enemy, and an allied ability causes some animation on your character (i.e. ranger Strider, bard and cleric abilities), that animation will be fully visible to everyone.
- Say you are stealthed, and are far enough away from an enemy that they just barely can see the slightest shimmer of you. If a range uses Strider on you, that spell’s animations will be fully visible for that enemy to see, completely giving you away.
- Mounts should not prevent you from stealthing. If you are fighting another group, and you push them back 20-30m, you are now completely unable to stealth because you are now surrounded by their mounts. This happens very frequently.
- The inability to leave stealth without acting. There is no way to just exit stealth without acting in some way, such as performing a weapon combo attack. If I’m stealthed with my bow out, and I want to leave stealth, I shouldn’t have to swap to melee weapon, swing at the air, and then swap back to my bow. Please give us the ability to keybind leaving stealth.
Dagger Weapon CombosThe extended weapon combo (and extended deadly weapon combo) have an extreme amount of animation lock. Meaning, if you start the extended combo, you are prevented from doing anything (other than dodging) for over 1 full second.
With daggers, ostensibly the fastest weapons in the game, I think this duration is extreme. To be honest, I think weapon combo attacks should never be animation locking you.
To put it into perspective, I’ve found that daggers are more fluid and effective overall if you never put points into the extended combo. Even though you miss out on all the goodies at the top of the tree, the increase in your ability to react in combat easily offsets the loss of the extended combos.
(not to mention, if you exclude the extended combo procs like Heartseeker, daggers will actually do the same DPS with or without the extended finishers. AND that is with the Deadly finisher currently bugged and only doing half of its intended damage)
Re: The Problem With Ashes of Creation Biomes and More
And it's even more pain because your playerbase inevitably goes back to their abusive ex WoW.I'm now convinced that making good MMORPGs must be more pain than joy.

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Re: The Problem With Ashes of Creation Biomes and More
I'm now convinced that making good MMORPGs must be more pain than joy.

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Artisan Alley (Artisan Freelancing Site)
Ashes of Creation Artisan Alley Freelancing
Hey everyone, I recently started a project in my spare time to help with artisans looking to connect with other artisans or customers. It's just a freelancing site for Ashes. This is free to use; it's just something I thought would be handy. I'm currently working on this project solo in my spare time. All of the functions should work fine. The mobile side of the site is functional, but a WIP until it looks good. If interested, check it out and DM on Discord(tacvik) with any suggestions. I could use some testers to find all the bugs I've missed.
Visit Artisan Alley!
Hey everyone, I recently started a project in my spare time to help with artisans looking to connect with other artisans or customers. It's just a freelancing site for Ashes. This is free to use; it's just something I thought would be handy. I'm currently working on this project solo in my spare time. All of the functions should work fine. The mobile side of the site is functional, but a WIP until it looks good. If interested, check it out and DM on Discord(tacvik) with any suggestions. I could use some testers to find all the bugs I've missed.
Visit Artisan Alley!

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Re: Bunny hopping
Was just coming here to say this. Bunny hopping is annoying to see across your screen please make it costs a resource or add a slow.

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Re: The Problem With Ashes of Creation Biomes and More
GreatPhilisopher wrote: »as expected they didnt talk about this big ass problem
What? Firstly, this isn't a problem. With that out of the way...
They specifically mentioned the entire pipeline of how they update these and how they plan to deal with it in the future.
Did we watch the same livestream?

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the laucnher got my pc hostage, i just want to unstall to free up space
i cannot find the files in like program files and such i want to free up lots of space quick, no file location on the pre launcher and no way to find location on the actaul launcher, it starts updating , cant cancel it, if i click uninstall it says "interupting the update requires launcher restart, proceed ?" if i click yes the launcher restarts and begins updating again and same thing happens, where are the filles and why are they so hard to find ? and now i have to sit tru the intire update process wich bogs down my pc making it basicly useless, for 10 20 30 min so thet i can uninstall, THIS baffles me, ppl must have run into same isue, pls fix because this is a gaint waste of my time
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Re: the laucnher got my pc hostage, i just want to unstall to free up space
Hey Wozzard, totally get your frustration
From what I’ve seen, the launcher and game files usually install in one of the following locations:
C:\Program Files\Intrepid Studios\
or C:\Users\YourUsername\AppData\Local\Intrepid Studios\
You might need to manually delete the folder if the uninstall process gets stuck in the update loop (just make sure the launcher is completely closed via Task Manager first).
That said, keep in mind the game still in Alpha, so stuff like this, especially around the installer and patcher, is definitely still being refined. I’m sure Intrepid will be improving the launcher experience as we move closer to Beta.
Thanks for pointing it out! Hopefully this gets smoothed out soon so others don’t hit the same wall.
From what I’ve seen, the launcher and game files usually install in one of the following locations:
C:\Program Files\Intrepid Studios\
or C:\Users\YourUsername\AppData\Local\Intrepid Studios\
You might need to manually delete the folder if the uninstall process gets stuck in the update loop (just make sure the launcher is completely closed via Task Manager first).
That said, keep in mind the game still in Alpha, so stuff like this, especially around the installer and patcher, is definitely still being refined. I’m sure Intrepid will be improving the launcher experience as we move closer to Beta.
Thanks for pointing it out! Hopefully this gets smoothed out soon so others don’t hit the same wall.

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Alpha Two Update Notes 0.9.2 - Wednesday, April 30, 2025
These are the update notes for changes to the Alpha Two that went to testers on Wednesday, April 30, 2025 during Alpha Two merge system testing
Merge Testing - We’re testing the merge of Vyra and Lyneth realms into Resna. During this test, you’ll be able to select between up to 10 characters in a single realm.
The character data for this merge was saved from Monday, April 28, 2025 at 8:00 AM pacific time. Character progress from after that time will not carry over.
To find out more about the Merge System Test, see the article here.
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
KNOWN ISSUES
ALPHA TWO UPDATE NOTES 0.9.2 - WEDNESDAY, APRIL 30, 2025
Merge Testing - We’re testing the merge of Vyra and Lyneth realms into Resna. During this test, you’ll be able to select between up to 10 characters in a single realm.
The character data for this merge was saved from Monday, April 28, 2025 at 8:00 AM pacific time. Character progress from after that time will not carry over.
To find out more about the Merge System Test, see the article here.
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
KNOWN ISSUES
- Quest progress did not copy over for characters
- Material storage did not copy over correct for many characters. This seems to impact mostly characters that were from the Vyra realm
ALPHA TWO UPDATE NOTES 0.9.2 - WEDNESDAY, APRIL 30, 2025
- Firebrand, the Devouring Flame - Fixed a bug that could cause this boss to become untargetable
- Snatched by Sea Event - Increased the timer length, so there’s enough time to finish this event
- Treasure Maps will drop correctly for the zone that they’re in

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