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
Corps decay way too fast
I think the corps (player) decay way too fast. If your character doesn't die nearby an emberspring the "running back" to the corps remains has to be done super fast (meaning that if you already were in a dangerous zone (lvl difference for exemple) and you had to sneak around mobs to go loot your remains... better not go, you'll never make it in time before your corps deacys.
It would be better see a/your corps on the ground, fully equiped (to show that no one looted it) or the corps and some equipment items spread (in order to show that someone looted it).
It would be better see a/your corps on the ground, fully equiped (to show that no one looted it) or the corps and some equipment items spread (in order to show that someone looted it).

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Re: Is 150GB SSD Insufficient?

I think you might be having issues with the unpacking process, which sometimes requires slightly more than the app initially asks for.
This is especially important if your SSD is the only source of storage on your PC.

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Is 150GB SSD Insufficient?
So I have a bit of an older PC that has around 150 GB SSD. According to the minimum requirements and what I've heard from others it should be enough. However, when I reach 100% Download, sometimes earlier, the following popup shows up:
"There is insufficient disk space to complete the operation. Please free up 90.02 GB of space and restart the launcher."
When I go and check the SSD it shows 14 GB of free space left. Of the other 136 GB the AOC folder only takes up 70 GB.
Any advice on how to solve this?
"There is insufficient disk space to complete the operation. Please free up 90.02 GB of space and restart the launcher."
When I go and check the SSD it shows 14 GB of free space left. Of the other 136 GB the AOC folder only takes up 70 GB.
Any advice on how to solve this?
Re: Alpha Two Second Wave Bundle 0€ for the release ?
Sorry if this sound patronizing but the way REHOC worded this answer is a bit confusing. The alpha you are paying for gives you access through the phase you purchase till the end of alpha. since the current change buying phase 3 access will give you the ability to play starting May 1st. That goes through the rest of alpha then you also get access in both beta 1 and beta 2. Finally ending on release you get one month of subscription since the released game itself will have no box price.
it about gives a minimum of 1 year of testing though most are betting on 2-3 years at least. Also included in an alpha bundle is I think 15$ to the in game shop which is cosmetic only.
it about gives a minimum of 1 year of testing though most are betting on 2-3 years at least. Also included in an alpha bundle is I think 15$ to the in game shop which is cosmetic only.
Re: Jumping
Oh dang, now this is a throwback to a few years back. Shout out to @Neurotoxin 
I personally don't care about the jumping, but do think that additional stamina expenditures will influence the game in a potentially bad way. Especially in fights around varier terrain.

I personally don't care about the jumping, but do think that additional stamina expenditures will influence the game in a potentially bad way. Especially in fights around varier terrain.

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Re: Fresh Eu server on may 1st?
People just need to learn to read between the lines.daveywavey wrote: »I know they tend to see a drop-off in tester numbers before a fresh start, but the way they've gone about this latest one is shady to say the least. Pretending they're leaving the servers up until a few hours before they drop, just to try and have people carry on logging in, isn't the way to do this.
And this "We may or may not be wiping for P3" just to try and FOMO people into the Shol server they didn't want to be in, is just sly and manipulative.
There will 100% be a wipe. Even if Intrepid keep saying there might not be all the way up until P3 - there will be a wipe. Simply because that is the only sensible thing to do. Intrepid will not have money to keep several servers alive, while barely anyone plays on them (i.e. the current situation) and Shol will be dead by the time P3 comes around and will be even deader, because we'll get fresh servers at that point.
Anyone who thinks that a promise to not wipe Shol will somehow change people's attitude towards testing is simply deluding themselves. The ones who truly care about such a trivial matter are in a very small minority. There's way more people who care about exploiters playing on the same server, or Pirates, or potential Asmonglers, or P2 Vyrans, or just the simple fact that there's only one server which goes against the main point of the game (dynamic world that creates different stories, and all that).
And there's of course the fact that barely anything has truly changed since P1, so that's a massive factor as well. Yes TTK is better and gatherables will supposedly be random enough, but the mob grind is still there, the corruption/pvp system is still broken and incomplete, nodes barely work, world is anything but dynamic, mobs still drop full loot (though of course for some this is a positive), questing is non-existent.
All of that shit is a much bigger influence on people's decisions than "will they wipe the server 3 months from now or not".
P.S. none of that is to say that this level of horrible communicaiton is excusable. I've been saying for years that their comms are shit. Either due to internal planning going awry, or due to attempts to hide info in hopes for a different reaction, or simply because they dunno how to properly rely info about open development because no one has written a book on that yet (though some have attempted the process itself afaik). But it all keeps being a mess.

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Re: Question about Primary and Secondary Weapons for Cleri
Hey everyone!
I'm getting ready to play AoC on May 1st, and I've decided to go with a Cleric. But I'm still confused about the best weapon choices for the class, especially when it comes to primary vs secondary weapons.
Most of the tutorials I’ve watched say that Tomes are the best primary weapon for Clerics because they offer the highest Magic Power among ranged options. That extra power boosts healing, and the utility effects (buffs/debuffs) seem super useful. Also, hitting more often increases the chance of triggering passive effects that benefit both the Cleric and the group.
On the other hand, some guides suggest that the Scepter should be the main weapon, claiming it provides the highest overall Magic Power, which helps both healing and offensive spellcasting.
Honestly, the info out there feels pretty contradictory. 😅
So I’m reaching out to those who’ve actually played the game in alpha/beta:
Which setup makes more sense in actual gameplay? Tome as primary? Scepter as primary? What works better for a solid support build?
Would really appreciate your insights—thanks in advance! 🙏
We're still too early in testing phases for this to matter.
But from the perspective where you are helping to test by 'playing AoC as if it is a stable game' and you somehow have a group or want to be strong in PUGs, the answer is to use Tomes.
I am not entirely sure, and I don't plan to run the analysis (I'm sure there are other Clerics who know better) but as of now, the Scepter is not 'meta' for 'playing the game as if it is a game and not a test', particularly if you have a group bigger than 3.

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Re: Cheaters Island
Honestly, I get where you're coming from, it’s frustrating to see dev time go toward chasing cheaters instead of building the game we’re all here to test and enjoy.
A “Cheaters Island” server sounds funny and oddly satisfying, but I think Intrepid is more likely to go with strict bans or hardware bans, especially since this is an MMORPG where server integrity and the economy are super sensitive.
Still, I totally agree with the core idea: cheaters shouldn’t get to slow down progress or ruin the experience for the majority who are here to test and play fairly. If anything, this whole situation just proves how important it is to catch exploits early in Alpha so they don’t blow up post-launch.
Let’s hope all this cleanup leads to stronger systems in the long run. Cheaters Island or not, I’m ready for a cleaner Phase 3.
A “Cheaters Island” server sounds funny and oddly satisfying, but I think Intrepid is more likely to go with strict bans or hardware bans, especially since this is an MMORPG where server integrity and the economy are super sensitive.
Still, I totally agree with the core idea: cheaters shouldn’t get to slow down progress or ruin the experience for the majority who are here to test and play fairly. If anything, this whole situation just proves how important it is to catch exploits early in Alpha so they don’t blow up post-launch.
Let’s hope all this cleanup leads to stronger systems in the long run. Cheaters Island or not, I’m ready for a cleaner Phase 3.

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Re: Dev Discussion #74 - Rogue Archetype
Level 20 rogue atm.
TLDR: Love most of the designs, animation and unique playstyle, but there are small anoyences that keep that class from being really fun to play: Stealth range requirement + duration, anoying Advantage tracking, debuff tracking, and waiting for buttons to get off CD.
GFX - VFX: I like the animations and sound effects for the most part. Feels impactful and you can easily tell what ability you used by the sound. Only exception is Smoke Bomb, it seems to turn down the brightness and makes everything else very dark, and Caltrops that are very loud and a bit obnoxious.
Advantage: Kinda hard to track and the UI element and not distinct enough imo. I catch myself watching my action bars and unit frame more the the actual combat. The same goes for tracking Bleed effects and other debuffs. It also feels strange to have to re-cast Stealth to get to 2 stacks of Advantage. Not enough abilites that generate Advantage consistatly in combat imo.
Stealth: The range requirement feels really bad. Specially considering it wont let you stealth if neutral players, mounts or creatures are nearby. Either reduce the range by a lot, or make it only stop you from stealthing if there are hostile targets nearby. Stealth only having a 1 min duration also feels strange for a pure stealth class.
Quickfire feedback on abilites and talents:
-Soothing Shadows: Feels strange to re-cast Stealth when already in stealth to just procc the heal again and get advantage.
-Sap: EXTREMLY hard to track poisons when the debuffUI element is way too small
-Acrobatic Strike: Feels very awkward in PvE to run infront of the mob just to jump behind it again. And it does not work on mobs who aggro you, they still turn around facing you.
-Umbral Cloak: Having it require advantage to put you back in stealth makes this very awkward to use. I would rather have this ability put you in stealth regardless of advantage.
-Death's Mark: with Cold Embrace talent this will Freeze the target if its already Chilled, but its a bit awkward to chill a target, then go back into stealth to be able to use Death's Mark. This also has a minimum range for some reason, making it not fun too use.
-Poisons: Should be able to use poisons in stealth.
-Kick: Off-Balance does not work on mobs and they just keep turing.
TLDR: Love most of the designs, animation and unique playstyle, but there are small anoyences that keep that class from being really fun to play: Stealth range requirement + duration, anoying Advantage tracking, debuff tracking, and waiting for buttons to get off CD.
GFX - VFX: I like the animations and sound effects for the most part. Feels impactful and you can easily tell what ability you used by the sound. Only exception is Smoke Bomb, it seems to turn down the brightness and makes everything else very dark, and Caltrops that are very loud and a bit obnoxious.
Advantage: Kinda hard to track and the UI element and not distinct enough imo. I catch myself watching my action bars and unit frame more the the actual combat. The same goes for tracking Bleed effects and other debuffs. It also feels strange to have to re-cast Stealth to get to 2 stacks of Advantage. Not enough abilites that generate Advantage consistatly in combat imo.
Stealth: The range requirement feels really bad. Specially considering it wont let you stealth if neutral players, mounts or creatures are nearby. Either reduce the range by a lot, or make it only stop you from stealthing if there are hostile targets nearby. Stealth only having a 1 min duration also feels strange for a pure stealth class.
Quickfire feedback on abilites and talents:
-Soothing Shadows: Feels strange to re-cast Stealth when already in stealth to just procc the heal again and get advantage.
-Sap: EXTREMLY hard to track poisons when the debuffUI element is way too small
-Acrobatic Strike: Feels very awkward in PvE to run infront of the mob just to jump behind it again. And it does not work on mobs who aggro you, they still turn around facing you.
-Umbral Cloak: Having it require advantage to put you back in stealth makes this very awkward to use. I would rather have this ability put you in stealth regardless of advantage.
-Death's Mark: with Cold Embrace talent this will Freeze the target if its already Chilled, but its a bit awkward to chill a target, then go back into stealth to be able to use Death's Mark. This also has a minimum range for some reason, making it not fun too use.
-Poisons: Should be able to use poisons in stealth.
-Kick: Off-Balance does not work on mobs and they just keep turing.

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Re: Feedback on TTK, Gear Changes, and Mana (Post-Patch)
⚔️ TTK – PvE & PvP Impressions
PvE (Tango’s Cave / Brightmound):
I farm Brightmound daily, and before the patch, I could take him down in under 2 minutes as a 550-power tank. He hit hard, and it required my full kit — a fun, tight fight.
Post-patch: it takes 8–9 minutes to kill him. He barely scratches me now, but the fight is a slog. I often run out of mana, and it’s no longer engaging — just long and dull.
They are already tweaking pve. There is a feedback thread on the Discord now saying that mobs are doing too much damage. Overall, they don't need to revert any changes to fix this. Decrease mob HP when appropriate, increase mob damage when appropriate.
PvP (Tank build):
With 244 power and new gear like the Blackfeather Tunic (which has absurd physical power even at uncommon), no other class can touch me in 1v1s. Either I outlast them completely or kill them fast through stun-locks, regen, and lifesteal.
Mana is the only real limiter, not threat from other players.
The game is not balanced for 1v1s. It should not be. Tanks/clerics being hard to kill at 1v1s is a sign of a well-balanced group vs group scenario. But even then, my current experience is that it is not true either. Rogues can easily kill a cleric with mana drain. Rangers can kite tanks if they know how to play, and it's a fairly even matchup, but it's winnable for rangers. Mages are just too broken still and can melt any archetype regardless.
Once players learn how to build for other stuff rather than try to push a heavily DRed power stat, it will get even easier to kill these archetypes, and TTK will go down (sadly).
🧪 Are Gear Changes Balanced?
Right now, none of the gear changes feel like they’re working as intended.
Stat Scaling (Con/HP/Mitigation): It’s unclear if the bonuses scale correctly.
Set Bonus Builds: It’s difficult now to assemble 3/5 medium or heavy sets due to stat changes, even though the bonuses are essential for tanks(and all classes in that matter).
Support Classes (Bards/Healers) need their own gear: Right now they’re lumped in with caster sets, which doesn’t work.
Damage gear should focus on offensive stats (magical power/int or STr/phys power)
Healing gear should prioritize healing +, wisdom, mana regen, and healing crit.
Wider gear diversity would make it much easier to balance builds across the board.
One example of gear imbalance:
A level 10 weapon like Flayer’s Fleshripper now has double the physical power of a Tumok raid boss weapon.
While I appreciate phys pen being more relevant now (more choices is good), this feels like unintended power creep.
Casters, in contrast, got kneecapped. Healers and mages need separate, class-appropriate gear.
Right now, casters feel like an afterthought.
They definitely need to do a gear pass and work out stat distribution on the available gear, but that's a good thing. It wasn't a problem before because ppl just stacked power, and no other stat mattered. Now that other stats are important, we are seeing a need for more diverse gear.
Weapon trees need a rework for sure. Overall, the limitations applied are good tho, to avoid players freely stacking a stat with no building cost.🏹 Weapon Trees and Class Impact
The weapon skill tree rework has hurt build freedom.
For example, the Longbow tree now forces you to take 3 useless points. It kills viable glass cannon builds and stifles creativity.
Also, changes to attack speed and accuracy hit some classes hard — especially those that relied on faster scaling weapons.
I think they should fix this by slightly increasing mana regen out of combat and buffing the bards' ability to maintain their teammates' mana throughout combat.💧 Mana Issues
This is critical. All classes burn through mana in 2–3 minutes of combat, sometimes less.
This makes long fights (sieges, raids, boss grinds) nearly impossible without being forced into awkward regen breaks.
And with Bards preventing pot drinking, it’s even worse.
Please prioritize fixing this. Mana is too central to combat pacing to be this broken.
🔨 Crafting & Economy Concerns
Right now, crafting level 10 gear is mostly pointless. Why not rush 20 and grind greens that outperform a +20 lvl 10 legendary item?
If it takes weeks to unlock Apprentice crafting, players will skip crafted gear entirely and just farm level 20 drops.(they could just remove hard drops as well to fix this issue.)
Crafted level 10 gear is obsolete unless stats and scaling are fixed.
The solution to this issue is simple. Remove gear drop from mobs of rare and under rarity past level 10. Replace it with materials used for gear crafting. This helps several issues:
1. Level 10 gear becomes relevant while journeyman benches are not unlocked
2. Players now have more incentive to pvp over grind spots (gear mats dropping becomes a valuable reward to pvp)
3. Players are incentivized to engage with all systems in the game instead of grinding to max level only. Now players need to engage with the economy, do professions, run caravans to gear rather than just grind and get gear, and grind and get gear.
Enchanting also feels like a waste. New gear gives tiny stat boosts per enchant, not worth the time or gold.
I haven’t fully crunched the numbers, but here’s what seems obvious:
Enchanting adds almost no value, so crafting is de-incentivized.
There should be a progression floor:
For example, a +5 level 0 item should equal or beat a base level 10 drop of the same rarity.
Also: squishing stats between bad and good gear erodes player motivation.
You no longer feel stronger as you gear up — and that's a huge problem for long-term grind engagement.
Enchanting is not a waste. It is the last progression step on your gearing journey. It is supposed to be hundreds of hours for small % gains. Doesn't matter how small it is, players min-maxing their toons will engage with it because there is no other vertical progression path to engage with at that point.
A huge feeling of progression and feeling stronger in pve and a game with a heavy focus on pvp and competition can't coexist. PvP needs a saturated and limited power creep, to allow for more casual players and for players that started late to participate in a lot of the "forced" content in the game (wars, sieges, PVP events, caravans, open world PVP, etc). Content that if the general audience ends up being one-shot over and over again without a chance to play the game, makes them just quit and never look back.
So while the feeling of being stronger may have been diminished, it is way healthier for the longevity of the game than having ridiculous power creep and the playerbase being limited to only the sweatiest players that started on launch day.
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