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
Quest Inventory full and cant get rid of any of it
Ok so my quest inventory is full and its all sorts of random items have no idea what half of it is for. Some is loads and loads of stuff from church grind but cant finish quest as is full. Some of it is random goblin stuff and some seems to give quests for the goblin trash. I cant get rid of any of it. Completed all the quests i can with any of it and i cant drag any of it out to delete it. Its all just stuck there and cant get anything else for quests now. How can we get rid of it all ?
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Alpha Two Update Notes - Thursday, March 6, 2025
These are the update notes for changes that went to Alpha Two realms on Thursday, March 6, 2025
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
WHY ARE LAUNCHER ALPHA TWO DROPDOWNS DIFFERENT?
While this update doesn’t have a lot of changes in the Update Notes, we have deployed some new backend changes to Vyra. As a tester, the only difference is how you log in. In the launcher in environment there will be a dropdown for Lyneth and Lotharia, and a separate one for Vyra.
This isn’t a wipe or a rollback, and your character will be on your realm like normal. Testers will need to select the dropdown for their realm when choosing environment in the launcher.
ALPHA TWO UPDATE NOTES - THURSDAY, MARCH 6, 2025
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
WHY ARE LAUNCHER ALPHA TWO DROPDOWNS DIFFERENT?
While this update doesn’t have a lot of changes in the Update Notes, we have deployed some new backend changes to Vyra. As a tester, the only difference is how you log in. In the launcher in environment there will be a dropdown for Lyneth and Lotharia, and a separate one for Vyra.
This isn’t a wipe or a rollback, and your character will be on your realm like normal. Testers will need to select the dropdown for their realm when choosing environment in the launcher.
ALPHA TWO UPDATE NOTES - THURSDAY, MARCH 6, 2025
- Commodities will now sell for their intended value when sold at Nodes they were not purchased from
- After paying Citizenship Dues, the messaging will now correctly display as "Paid" instead of "Due Soon"
- Guards will now properly attack Combatants
- Emberspring respawn shrines now have Phoenix Sentinels NPCs that will attack Combatant and Corrupted players

2
Re: [NA] Overlord | Hardcore | Organized PvX | Server First | Alpha/Beta Required - 350+ in A2
I recently joined the Overlord guild after playing 8 years with Winterblades. In my new experience the players of Overlord have been very knowledgeable and welcoming. In an Alpha Test it is hard to determine if a guild will stick it out, but there is no question in my brief experience Overlord will be one of those guilds. The thing I enjoy most is the way knowledge and resources are shared amongst guildmates and the willingness to assist and help others within.
Overlord has explored many of the systems Phase 2 has to offer including Mayorship of a Town, Peaceful transfer of power with a new Mayor elected in Miraleth, and a Guild Auction to distribute powerful rare items created from the donations of all within the guild. The continuous pursuit of inching forward in an Alpha Test has been impressive to watch and I look forward to contributing to the success of the guild. Thank you to Overlord for providing me a new home of endless entertainment!
Overlord has explored many of the systems Phase 2 has to offer including Mayorship of a Town, Peaceful transfer of power with a new Mayor elected in Miraleth, and a Guild Auction to distribute powerful rare items created from the donations of all within the guild. The continuous pursuit of inching forward in an Alpha Test has been impressive to watch and I look forward to contributing to the success of the guild. Thank you to Overlord for providing me a new home of endless entertainment!
Re: 📝 Dev Discussion #73 - Boss Environments 👹
I like a tank and spank encounter in a contested area with a known respawn timer in which the whole server is aware. Or make it random, that could possibly make it a bit less of a lag fest.
No beef to the sweaty pvers who want that sort of gameplay, to each their own. I like mindless mob grinding and easy bosses. Only reason I pve is to get gear and be less bad at pvp
Cheers verrans!🍻
No beef to the sweaty pvers who want that sort of gameplay, to each their own. I like mindless mob grinding and easy bosses. Only reason I pve is to get gear and be less bad at pvp

Cheers verrans!🍻
1
Re: French canadian server? (NA FRENCH)
Going a bit extreme there.[Forcing an entire group of people to speak and write in another language reminds me of Indian reformatory schools, or in my case, of the Franco-Algerian conflict.
The problem with this is that servers in Ashes really do need a minimum population to be viable in a gameplay sense - not even an economical sense.
The target goal for a server in Ashes is 50,000 players in total calling that server home. With 11 million French speakers in Canada, that would mean that 0.5% of that population would need to play Ashes in order to maintain that one server at it's optimal population level.
If we took that 0.5% figure and moved down to the US, that same figure would mean the game would have over 30 US servers. However, the likely scenario for this game is that there will be two or three US servers by the time the game is a year old - meaning if we moved those numbers back, the French NA server would have 10% or so of the population it needs. This would see a point where if every single player on the server logged in, the server would still only be at half of it's concurrent capacity.
Realistically, Intrepid need populations of 50,000,000 or more to make a server viable. French NA just doesn't meet that.

1
Re: French canadian server? (NA FRENCH)
That's very interesting because in the 90% of canada that speaks english we are expected to learn french in fact we have whole schools for french immersion where kids are not allowed to speak english when in school! Why is this not expected from Quebecers? Sounds like the racism your talking about is probably coming from the reflection in the mirror and not from the games your playing. That would coincide with Quebec's overall attitude to anyone who is not a Quebecer!Warius The Dwarf wrote: »Hi ho everyone. You can see i can write in an "OK" english, but it was not always the casse. I was FORCE to learn english and install the games in english because my two only option are 1)Lag free USA english server 2)EU far and laggy Server. Game maker forget that Canada have 2 mains languages.
On many games it was very hard for us to regroup on a guild because we had no dedicated server and lot of us had to play on EU FR server to avoid racism. Racism is a thing on all games.

1
Re: Weekly Feedback Request - 02/27/2025
I'm sorry for such bad English. This is an automatic translation from Russian. I'm bad at English. If it is not clear, I can publish the Russian version of my feedback.
Top 3-5 Most Important Bugs:
1. I'm tired of flying to carfin when you transport caravans. This is very problematic and is now a problem of the highest importance.
2. When you sell any product to a seller and then want to transfer things to the warehouse, they are not transferred with simple mouse clicks. You must drag and drop by hand or re-enter the game. It gets in the way.
3. Players should not be allowed to transport caravans that cannot be broken due to a bug. There are players who register for their caravan to attack and this leads to an error. The caravan becomes invulnerable. This abuse of a bug has a very bad effect on the gameplay as a whole.
Top 3-5 Most Important Feedback Topics:
1. The idea of citizenship is poorly implemented in the game. Now any twin can become a citizen. This has a big impact on elections. False votes should not be allowed. There should be only 1 vote per player. Moreover, it’s bad that spare characters can become citizens of other nodes. There must be one citizenship for the entire account. You need to consider a system like in Black Desert Online, where all characters are tied to one account and all activity is recorded per account, and not per character individually.
2. I would also like to add to point 1 that the idea where players are forced to transfer their resources to their other characters through third parties is very bad. Why do we need to distract our friends every time for such a small thing? But without their help, I cannot transfer my resources to myself. This is nonsense. Why can't the warehouse be shared by all characters on the account? This will fix this situation. This inconvenient system creates the false impression that players will willingly interact with each other. But that's not true. I have not yet heard a single satisfied player who would respond positively to this system with divided scalads for each character. This is nonsense and stuffiness. As they say, “open the window, it’s stuffy.”
3. There is another mechanic that looks very stuffy, this is the limitation of upgrading professions per character. This is also nonsense and stuffiness. This restriction gives absolutely nothing. Those who need to upgrade more professions simply upgrade them on other characters. Moreover, I do not believe that the restriction should be removed completely. I suggest changing it a little. Now for one character you can upgrade 2 professions to level 50, 3 to level 40, 4 to level 30 and 5 to level 20. And it doesn’t depend on what kind of professions you train. Why not make a restriction that will work within one direction. For example, one collecting profession can be upgraded to level 50. One crafting profession up to level 50 and one processing profession up to level 50. Two professions for collecting up to level 40. Two crafting professions up to level 40 and two processing professions up to level 40. And so on. And I would also like to add that it would be nice to link this not to the character directly, but to the account. Yes, again I am referring to BDO. But precisely because such a system has proven itself well. Many people like this. Moreover, I do not propose to start transferring all the ideas from there!!! No way. There, only this system works well and the graphics are nice. The rest of the game sucks. Most of the mechanics in that game are terrible. Most of the decisions are unpopular and stifle players. In general, you don’t need to look up to them. But it was the system of surnames and the general account that showed itself well. I suggest developers pay attention to this. Please. ))
4. Static spawns for resources are terrible. It is impossible to allow the collection of a legendary resource from the same place. This breaks the game's economy and has a bad effect on the overall gameplay.
Top 3-5 Most Important Bugs:
1. I'm tired of flying to carfin when you transport caravans. This is very problematic and is now a problem of the highest importance.
2. When you sell any product to a seller and then want to transfer things to the warehouse, they are not transferred with simple mouse clicks. You must drag and drop by hand or re-enter the game. It gets in the way.
3. Players should not be allowed to transport caravans that cannot be broken due to a bug. There are players who register for their caravan to attack and this leads to an error. The caravan becomes invulnerable. This abuse of a bug has a very bad effect on the gameplay as a whole.
Top 3-5 Most Important Feedback Topics:
1. The idea of citizenship is poorly implemented in the game. Now any twin can become a citizen. This has a big impact on elections. False votes should not be allowed. There should be only 1 vote per player. Moreover, it’s bad that spare characters can become citizens of other nodes. There must be one citizenship for the entire account. You need to consider a system like in Black Desert Online, where all characters are tied to one account and all activity is recorded per account, and not per character individually.
2. I would also like to add to point 1 that the idea where players are forced to transfer their resources to their other characters through third parties is very bad. Why do we need to distract our friends every time for such a small thing? But without their help, I cannot transfer my resources to myself. This is nonsense. Why can't the warehouse be shared by all characters on the account? This will fix this situation. This inconvenient system creates the false impression that players will willingly interact with each other. But that's not true. I have not yet heard a single satisfied player who would respond positively to this system with divided scalads for each character. This is nonsense and stuffiness. As they say, “open the window, it’s stuffy.”
3. There is another mechanic that looks very stuffy, this is the limitation of upgrading professions per character. This is also nonsense and stuffiness. This restriction gives absolutely nothing. Those who need to upgrade more professions simply upgrade them on other characters. Moreover, I do not believe that the restriction should be removed completely. I suggest changing it a little. Now for one character you can upgrade 2 professions to level 50, 3 to level 40, 4 to level 30 and 5 to level 20. And it doesn’t depend on what kind of professions you train. Why not make a restriction that will work within one direction. For example, one collecting profession can be upgraded to level 50. One crafting profession up to level 50 and one processing profession up to level 50. Two professions for collecting up to level 40. Two crafting professions up to level 40 and two processing professions up to level 40. And so on. And I would also like to add that it would be nice to link this not to the character directly, but to the account. Yes, again I am referring to BDO. But precisely because such a system has proven itself well. Many people like this. Moreover, I do not propose to start transferring all the ideas from there!!! No way. There, only this system works well and the graphics are nice. The rest of the game sucks. Most of the mechanics in that game are terrible. Most of the decisions are unpopular and stifle players. In general, you don’t need to look up to them. But it was the system of surnames and the general account that showed itself well. I suggest developers pay attention to this. Please. ))
4. Static spawns for resources are terrible. It is impossible to allow the collection of a legendary resource from the same place. This breaks the game's economy and has a bad effect on the overall gameplay.
1
Re: Weekly Feedback Request - 02/27/2025
Top 3 Most Important Bugs:
1 - The dragon is still respawning on every server reset or at random times when the mesh crashes and the event starts
2 - Guild/Node wars have no consequences for the loser side of it, so people don't care about it and don't defend it - rewards are exploitable and bad. Having buffs for the winning side and Debuffs on the losing side for the events would fix these issues
3 - Resources spawn with the same rarity, so people sit and farm a legendary ore/tree over and over, getting the same rarity mat every time
Top 3 Most Important Feedback Topics:
1 - Item power in PvP is completely unbalanced. PvP TTK when people have epic/legendary lvl 10 gear is 2/3 hits, this leads to very low skill gameplay with the current direction - nerfing enchanting isnt enough as power creep will continue to scale up - suggestion to add a reduced pvp dmg stat
2 - Open-world PvP is dead because of how harsh corruption is - dropping 3 to 5 items on your first kill due to blight is crazy. No one goes corrupt, and corruption baiting is very common. World bosses not being PVP zones makes this very frustrating currently
3 - People join/drop guilds with no meaning, we need a progression path that makes players value their guild so they don't drop out without thought - suggestion to separate power/artisan guild skill tree path and make that one individual so each player levels their own guild tree with XP - and keep the member slot path as the shared skill tree
1 - The dragon is still respawning on every server reset or at random times when the mesh crashes and the event starts
2 - Guild/Node wars have no consequences for the loser side of it, so people don't care about it and don't defend it - rewards are exploitable and bad. Having buffs for the winning side and Debuffs on the losing side for the events would fix these issues
3 - Resources spawn with the same rarity, so people sit and farm a legendary ore/tree over and over, getting the same rarity mat every time
Top 3 Most Important Feedback Topics:
1 - Item power in PvP is completely unbalanced. PvP TTK when people have epic/legendary lvl 10 gear is 2/3 hits, this leads to very low skill gameplay with the current direction - nerfing enchanting isnt enough as power creep will continue to scale up - suggestion to add a reduced pvp dmg stat
2 - Open-world PvP is dead because of how harsh corruption is - dropping 3 to 5 items on your first kill due to blight is crazy. No one goes corrupt, and corruption baiting is very common. World bosses not being PVP zones makes this very frustrating currently
3 - People join/drop guilds with no meaning, we need a progression path that makes players value their guild so they don't drop out without thought - suggestion to separate power/artisan guild skill tree path and make that one individual so each player levels their own guild tree with XP - and keep the member slot path as the shared skill tree

1
Re: Weekly Feedback Request - 02/27/2025
Top 3 Most Important Bugs:
1 - Dragon is still respawning on every server reset or at random times when the mesh crashes and the event starts
2 - Guild/Node wars have no consequences for the loser side of it, so people dont care about it and dont defend it - rewards are exploitable and bad, having Buffs for the winning side and Debuffs on the loser side for the events would fix this issues
3 - Resources spawn with the same rarity so people sit and farm a legendary ore/tree over and over getting the same rarity mat every time
Top 3 Most Important Feedback Topics:
1 - Item power in PvP is completely unbalanced, PvP TTK when people have epic/legendary lvl 10 gear is 2/3 hits, this leads to very low skill gameplay with the current direction - nerfing enchanting isnt enough as power creep will continue to scale up - suggestion to add a reduced pvp dmg stat
2 - Open world PvP is dead because of how harsh corruption is - dropping 3 to 5 items on your first kill due to blight is crazy, no one goes corrupt and corruption baiting is very common - world bosses not being PVP zones makes this very frustrating currently
3 - People join/drop guilds with no meaning, we need a progression path that makes players value their guild so they don't drop out without thought - suggestion to separate power/artisan guild skill tree path and make that one individual so each player levels their own guild tree with XP - and keep the member slot path as the shared skill tree
1 - Dragon is still respawning on every server reset or at random times when the mesh crashes and the event starts
2 - Guild/Node wars have no consequences for the loser side of it, so people dont care about it and dont defend it - rewards are exploitable and bad, having Buffs for the winning side and Debuffs on the loser side for the events would fix this issues
3 - Resources spawn with the same rarity so people sit and farm a legendary ore/tree over and over getting the same rarity mat every time
Top 3 Most Important Feedback Topics:
1 - Item power in PvP is completely unbalanced, PvP TTK when people have epic/legendary lvl 10 gear is 2/3 hits, this leads to very low skill gameplay with the current direction - nerfing enchanting isnt enough as power creep will continue to scale up - suggestion to add a reduced pvp dmg stat
2 - Open world PvP is dead because of how harsh corruption is - dropping 3 to 5 items on your first kill due to blight is crazy, no one goes corrupt and corruption baiting is very common - world bosses not being PVP zones makes this very frustrating currently
3 - People join/drop guilds with no meaning, we need a progression path that makes players value their guild so they don't drop out without thought - suggestion to separate power/artisan guild skill tree path and make that one individual so each player levels their own guild tree with XP - and keep the member slot path as the shared skill tree

2
Re: Weekly Feedback Request - 02/27/2025
Alpha Two Phase II Feedback
Top 3-5 Most Important Bugs:
1. Server stability
2. Enemies becoming "Green non-attackable/killable" but can still attack and harm you
3. Caravans having difficulty in spots to convert raft.
Top 3-5 Most Important Feedback Topics:
1. Static resource spawns are a huge problem, eliminates the feel of scarcity in the game. Damaging the economy, funneling large guilds, reducing desire to gather (as they are most likely already claimed and on timers). This creates zero PvP as you may not even know there is a resource spawn to contest at all. This incentivizes alt creation to merely camp, collect, reset timers, log out. Leaving whats left on the server the undesirables , hence the lower desire to go out an gather or hunt for high rarity when they are seized already. For those who don't play with alts, this creates a forced game loop (if you wish to be competitive)
2. Nodes technically are not owned by guilds, I believe was a statement made on it. while technically true, the reality is large guilds own Mayorship. Voting system means popularity contest, guild mates tend to favor guild mates, large guilds tend to out vote the smaller ones. The guild tends to control the direction of the node, the relationships of said guild influences heavily who targets citizens and war declarations for that node. etc. Nodes are just home bases for the largest guild that is citizen to it and everyone else has to deal with the reputation they harbor.
3. Caravans not having any real incentive to defend for defenders excluding the one launching the caravan. This is a problem, currently only your buddies will defend or people with friendly relations to you. Solo caravaning for guildless or solo players or even smaller guilds leave you mainly with a large target or ignored by players running buy who would rather not partake at all. The downside of losing everything yet giving nothing to those who try to defend is crippling and makes many not even want to attempt for the reward. Caravans don't draw in outside defenders as much as attackers, not that it needs to be on equal footing but near 0 defenders vs many attackers is not the way to go either....
4. Static resource spawns should be removed. My opinion on it just to put it out there... The base for a resource spawn should be random. The base for a resource spawn should never be higher than rare. To get higher rarity should be based on the gathers quality rating to push it above its base and possibly into heroic/Epic rarity but extremely difficult at lower levels and better as you choose to promote and enhance your tools as a gatherer. The level of the material should be a factor in it rolling up vs your current rank. You want us to be THAT GUY right? This should translate to processors who have a chance when processing to roll it higher into another tier beyond, and again with crafters in the same way. It should be a system where GM Gatherers proccing up resources handing it off to GM Processors procing it up handing it off to GM crafters who again proc it up that creates the opportunity to create legendaries. GM's given tier 1 mats should be more likely to roll them up significantly across the artisan chain to produce legendaries for T1 mats/items. However with GM mats its much much more difficult even if they are GM, but they would be the ones with the best chance. They are THEM after all! In other words the rarity and value of the final result should be from the artisans working in tandem, not by the initial resource being epic or legendary right off the bat for literally anyone who can swing a tool.
Top 3-5 Most Important Bugs:
1. Server stability
2. Enemies becoming "Green non-attackable/killable" but can still attack and harm you
3. Caravans having difficulty in spots to convert raft.
Top 3-5 Most Important Feedback Topics:
1. Static resource spawns are a huge problem, eliminates the feel of scarcity in the game. Damaging the economy, funneling large guilds, reducing desire to gather (as they are most likely already claimed and on timers). This creates zero PvP as you may not even know there is a resource spawn to contest at all. This incentivizes alt creation to merely camp, collect, reset timers, log out. Leaving whats left on the server the undesirables , hence the lower desire to go out an gather or hunt for high rarity when they are seized already. For those who don't play with alts, this creates a forced game loop (if you wish to be competitive)
2. Nodes technically are not owned by guilds, I believe was a statement made on it. while technically true, the reality is large guilds own Mayorship. Voting system means popularity contest, guild mates tend to favor guild mates, large guilds tend to out vote the smaller ones. The guild tends to control the direction of the node, the relationships of said guild influences heavily who targets citizens and war declarations for that node. etc. Nodes are just home bases for the largest guild that is citizen to it and everyone else has to deal with the reputation they harbor.
3. Caravans not having any real incentive to defend for defenders excluding the one launching the caravan. This is a problem, currently only your buddies will defend or people with friendly relations to you. Solo caravaning for guildless or solo players or even smaller guilds leave you mainly with a large target or ignored by players running buy who would rather not partake at all. The downside of losing everything yet giving nothing to those who try to defend is crippling and makes many not even want to attempt for the reward. Caravans don't draw in outside defenders as much as attackers, not that it needs to be on equal footing but near 0 defenders vs many attackers is not the way to go either....
4. Static resource spawns should be removed. My opinion on it just to put it out there... The base for a resource spawn should be random. The base for a resource spawn should never be higher than rare. To get higher rarity should be based on the gathers quality rating to push it above its base and possibly into heroic/Epic rarity but extremely difficult at lower levels and better as you choose to promote and enhance your tools as a gatherer. The level of the material should be a factor in it rolling up vs your current rank. You want us to be THAT GUY right? This should translate to processors who have a chance when processing to roll it higher into another tier beyond, and again with crafters in the same way. It should be a system where GM Gatherers proccing up resources handing it off to GM Processors procing it up handing it off to GM crafters who again proc it up that creates the opportunity to create legendaries. GM's given tier 1 mats should be more likely to roll them up significantly across the artisan chain to produce legendaries for T1 mats/items. However with GM mats its much much more difficult even if they are GM, but they would be the ones with the best chance. They are THEM after all! In other words the rarity and value of the final result should be from the artisans working in tandem, not by the initial resource being epic or legendary right off the bat for literally anyone who can swing a tool.
3