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
Re: is ranger really that bad?
Also doesnt help that 90% of the gear added to the game with the desert is all caster/mage gear and the remaining 10% mainly tank items
still waiting for anything ranger related :P kinda hoping there be a few decent pieces when rogue come around cause they probaly have similiar guild items

2
Alpha Two Update Notes - Thursday, February 27, 2025
These are the update notes for changes that went to Alpha Two realms on Thursday, February 27, 2025
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
Added to Known Issues:
ALPHA TWO UPDATE NOTES - THURSDAY, FEBRUARY 27, 2025
HIGHLIGHTS
ENEMIES & NPCS
CARAVANS
CHARACTER, ARCHETYPES, & COMBAT
QUESTS, EVENTS, & COMMISSIONS
ECONOMY & ARTISANSHIP
USER INTERFACE
VISUALS
AUDIO
GENERAL
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
Added to Known Issues:
- Sometimes characters may appear to be invisible in the character select lobby or when they log in game. A workaround for this is changing graphics settings, or restarting your game client
- Some dungeons lighting is much too bright during daytime in game on high and ultra graphics settings. Changing graphics setting to medium or low is a workaround. This impacts Scarabsong Hollow, Lost Hero's Sepulcher, Befallen Forge, and the lower levels of the Tower of Carphin
- Notifications for accepting some quests are not displaying as intended
ALPHA TWO UPDATE NOTES - THURSDAY, FEBRUARY 27, 2025
HIGHLIGHTS
- New Pocket Dungeons! These are Apothecarium Dreadmire, Communion, The Gypsum Outpost, and Stone Hold
- Added an outpost in the Sandsquall Desert to accommodate the future Squall's End Node, with new unique commodities
- Added two new lawless ZOIs, for future Djinna and Squall's End Nodes
- This expanded area in the Sandsquall Desert is a work in progress
ENEMIES & NPCS
- Sandsquall Desert dungeons have new rewards from named mobs
- Fewer NPCs will spawn under the ground or in the air
- Crystal Golems have been renamed to Djinnbound
- Increased the respawn time of Djinnbound to 120 seconds
- 1 and 2 star Fire Skeletons can now spawn
- 3-star armored bear elites and a unique armored bear boss have been added
- Bandit Captain and Bandit Healer elite star ranks have been adjusted
- The NPC enemy population has been updated in Befallen Forge, Snakebite Stash, Tower of Carphin, Brood Pit, and the Sandsquall Desert
- The NPC enemy population has been updated in and around Aithanahr and Azmaran
- Visual effects have been updated for for Skla'risha, Bellowsmasher, Flaming Skeletons, Rock Elementals, Bears, Hippos, and Ostracon
- Animations have been updated for for Skla'risha, Rock Giants, Rock Monsters, Rock Elementals, Skeleton Reapers, Tortoises, and Hefty Caplings
- Enemy behavior for Forgelord Zammer, Hippos, and Undead Dünir has been updated
- Snakebite Stash - Adjusted the speed of scorpions here
CARAVANS
- Caravans should no longer have issues with the event to join as attacker or defender after server restarts
- Caravan owners can no longer abandon their Caravan event
- Caravans have been changed, so their status as a target isn’t related to their Caravan owner
- Caravans can no longer be helped or harmed without first joining the Caravan event
- Leaving a Caravan event and logging out will no longer put a character back in the Caravan event
CHARACTER, ARCHETYPES, & COMBAT
- Healing a character that’s in a PVP event you are not part of will now flag you as a combatant
- The PVP force function or settings override is now needed to heal a character that is inside of a PVP event
QUESTS, EVENTS, & COMMISSIONS
- More Commissions are available in the Sandsquall Desert
- Staunch the Blood Blade can now be completed
- Ostracon Hunt event has a reward added to the end
- Updated many events so that they can now be completed and their markers have been updated to reflect their actual locations
ECONOMY & ARTISANSHIP
- Processing professions experience is now based on the quality of resources being used
- Fixed some huntable animals that did not give the correct amount of Hunting experience
- Fixed a large number of floating gatherables
- Adjusted the Marketplace list item pop up to display the pre-tax listing price
- Fixed a bug causing Commodity tooltips to show Commodities as being worth 0 copper
- Ancient Dunzen Longbow and Shortbow recipes have been fixed
- Obsidian Jewelry recipes have been fixed
- Forsaken Spellbooks will now be crafted at the correct rarity
- Recipes that were supposed to use dried acacia and date palm have been fixed
USER INTERFACE
- Updated icons for quest delivery, quest completion, PVP flags, Node icons, and empty artisanship gear slots
- The inventory background has been updated
- A 10 second pop up will appear when receiving a friend request. If this request is timed out or closed, the invite will not be declined. The friend request will appear in the social menu
- Chat window styling has been updated
- Save changes will now work after using the restore defaults button in the loot setting menu
- Adjusted the color of toggled general action buttons
- Added a storage button to the Commodity vendor to open and close the storage window
- Fixed a bug causing default text to sometimes show up in menus
VISUALS
- Sandsquall Desert environment and visuals have been updated
- Sandsquall Desert Dungeon environments have been updated
- Sandsquall Desert world map has been updated
- Tower of Carphin has updated visuals
- Updated lighting pass for the Tower of Carphin, Ursine Caves, and Brood Pit
- Removed a green light that would appear during sunrise
- Fixed a bug causing foliage to appear under the world near Nodes
AUDIO
- Rain sound effects have been updated
- Idle music will now fade out as intended
- General audio cleanup passes
GENERAL
- The Rebel's Reward bracers have been updated to have a heavy set bonus
- Fixed a bug that would cause characters to be attacked by soldiers if they died in the Sandsquall Desert
- Fixed a bug preventing a character from being able to respawn at their home choice Embershrine
- Fixed a bug causing the citizenship dues alert to happen even after dues have been paid
- Fixed a number of server and client crashes
- Updated a variety of descriptions on items and equipment
- Fixed a bug that would prevent gender selection after race selection had been completed during character creation
- Updated animations for the Daystrider Mule
- Fixed some issues with floating Freeholds

1
Alpha Two Update Notes - Friday, February 28, 2025
These are the update notes for changes that went to Alpha Two realms on Friday, February 28, 2025
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
Added to Known Issues:
ALPHA TWO UPDATE NOTES - FRIDAY, FEBRUARY 28, 2025
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
Added to Known Issues:
- There is a harsh lighting transition on entering The Tower of Carphin, The Lost Hero's Sepulcher, and Scarabsong Hollow
- Befallen Forge is too dark
ALPHA TWO UPDATE NOTES - FRIDAY, FEBRUARY 28, 2025
- Fixed some lighting issues in the Lost Hero's Sepulcher, Scarabsong Hollow, The Tower of Carphin and the Befallen Forge
- Fixed a critical server crash
- Fixed a bug causing treasure map rewards to drop on humanoid mobs around Squall's End
Re: is ranger really that bad?
Shadow Phoenix wrote: »A couple of thoughts to add (and a quick caveat):
I'll preface by saying that I'm aware that quite a few things are still missing from ALL the classes based on the roadmap, which I expect will change the play style a bit. I'm also aware that the archetypes will change how some of them feel and that we can't really say how that will affect things, so all this feedback should be with that as standard.
A big problem, and @Veeshan just mentioned it also, is that most of the gameplay is just auto-attack. You can't weave attacks between AA, or you'll break the chain, so you just have to sit there and watch your toon just go through the AA motion. This is the same for all classes, which currently makes this feel very like a MOBILE game almost (to me at least). To add to this, a lot of the abilities that ranger currently has, don't really add to the class, or damage much more than AA does.
Rangers are definetly pushed towards a more AA role with the passive bow mastery.
I think they need to lean into the AA weaving playstyle more with rangers as their thing, mages tend to use spells back to back rangers hav e to use AA chains to get the most of there kit.
Some skills in ranger kit shouldnt interrupt the AA combo for example disengage imo should be one that doesnt interupt it (tbh i would have AA continue being fired while disengaging tbh) since it doesnt give you any dodging bonus and u cant attack while doing it using the skill in a fight is typicaly a bad idea due to you taking dmg and enemy not taking dmg and this would help here. Thundering shot tbh should be another one and maybe headshot.
Ammo types should give bonuses to AA aswell say weighted arrows could make AA have 10% faster attack speed, Barbed is 5% armor penetration on AA and concussion could be 5% bonus dmg dmg with auto attack skills.
So if i were the devs i wouldand wanted to lean the class into more AA orinated roll with skill weaving in they should do a couple things.
1 - Make bow mastery passive apply to all spell/skills and adjust CD to accomodate this
2 - Make ammo types provide a bonus on ranged weapon finishers (maybe melee aswell with secondaries)
3- Give some skills for rangers some skills they can use that wont interrupt AA chain (like the disengage above suggestion)
4 - Consider giving ranger a slight range boost over other classes for class fantasy/class role especialy in pvp i feel 40m(shortbow)-45m(longbow) would work well here (wands/books for secondary roles maybe too). like fighters effectivly has 4 gapclosers so and mages have range and blink so they all still have ways to get to a ranger easily but it does mean they need to trade a skill to close the gap so i think the range bonus will be perfectly fine
Edit: another skill that could work well with rangers is a quick shot skill that fire an arrow quickly and grants a slight movement speed boost 20% for like 5 seconds or something (could have a passive that applies the movement to party members potentialy as an option)
3
Re: Why The Game Needs Fast Travel
Arya_Yeshe wrote: »I wonder if players will take on the challenge of working as ferrymen for some coins
People who have war targets on the way to their destination may simply pay someone to take them to their destination by traveling around the continent safely by boat
Caravans for passengers has been brought up - a lot of people like that idea.

1
Re: Why The Game Needs Fast Travel
I wonder if players will take on the challenge of working as ferrymen for some coins
People who have war targets on the way to their destination may simply pay someone to take them to their destination by traveling around the continent safely by boat
People who have war targets on the way to their destination may simply pay someone to take them to their destination by traveling around the continent safely by boat
Re: Why The Game Needs Fast Travel
Hi,
i used to play AoC (Age of Camelot)
fast travels were not there, BUT...
There was a good solution for that...
u used to pay (npc) few silver, and
Your Horse (the one from the npc) was doing the travel following the road from one city to another...(automatic)
you don't win time (cause the way is the same) and you could stop the run when you wanted...even if you could get attacked...
this could be an alternative between the "Tp" that could break the game...
and ... nothing...?
But i understand the way for "no fast travel" it won't make difference to me...
Thanks to read till the end, sorry for my poor english...
i used to play AoC (Age of Camelot)
fast travels were not there, BUT...
There was a good solution for that...
u used to pay (npc) few silver, and
Your Horse (the one from the npc) was doing the travel following the road from one city to another...(automatic)
you don't win time (cause the way is the same) and you could stop the run when you wanted...even if you could get attacked...
this could be an alternative between the "Tp" that could break the game...
and ... nothing...?
But i understand the way for "no fast travel" it won't make difference to me...
Thanks to read till the end, sorry for my poor english...
Elysium: Good Fights, Good Vibes
Elysium on NA-VYRA is a guild that knows how to bring the heat in PvP and still keep things chill. Led by GM Genj, we run organized events, guild wars, and skirmishes for those who like competition—while also making space for casual players who just want a solid crew to game with. Whether you’re here for the fights or the friendships, you’ll find a place in Elysium. No stress, no egos—just good folk having a good time. 
If you wish to check out the discord the link is here, we have multiple public channels along with guild channels if you wish to join or just come hang! Discord: https://discord.gg/Bcg23hHCaJ


If you wish to check out the discord the link is here, we have multiple public channels along with guild channels if you wish to join or just come hang! Discord: https://discord.gg/Bcg23hHCaJ

Re: is ranger really that bad?
A couple of thoughts to add (and a quick caveat):
I'll preface by saying that I'm aware that quite a few things are still missing from ALL the classes based on the roadmap, which I expect will change the play style a bit. I'm also aware that the archetypes will change how some of them feel and that we can't really say how that will affect things, so all this feedback should be with that as standard.
A big problem, and @Veeshan just mentioned it also, is that most of the gameplay is just auto-attack. You can't weave attacks between AA, or you'll break the chain, so you just have to sit there and watch your toon just go through the AA motion. This is the same for all classes, which currently makes this feel very like a MOBILE game almost (to me at least). To add to this, a lot of the abilities that ranger currently has, don't really add to the class, or damage much more than AA does.
I'll preface by saying that I'm aware that quite a few things are still missing from ALL the classes based on the roadmap, which I expect will change the play style a bit. I'm also aware that the archetypes will change how some of them feel and that we can't really say how that will affect things, so all this feedback should be with that as standard.
A big problem, and @Veeshan just mentioned it also, is that most of the gameplay is just auto-attack. You can't weave attacks between AA, or you'll break the chain, so you just have to sit there and watch your toon just go through the AA motion. This is the same for all classes, which currently makes this feel very like a MOBILE game almost (to me at least). To add to this, a lot of the abilities that ranger currently has, don't really add to the class, or damage much more than AA does.