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
Kaspersky Trojan
Hello everyone,
I have just started playing the game, and during the installation phase, my antivirus software, Kaspersky Premium, detected several Trojan-type viruses, as indicated in the attached image. The antivirus continues to block and remove the game in order to protect the user. I would like to inquire about the company's position regarding this issue. Thank you.

I have just started playing the game, and during the installation phase, my antivirus software, Kaspersky Premium, detected several Trojan-type viruses, as indicated in the attached image. The antivirus continues to block and remove the game in order to protect the user. I would like to inquire about the company's position regarding this issue. Thank you.

1
Alpha Two Update Notes 0.7.0 - Thursday, March 27, 2025
These are the update notes for changes to the Alpha Two that went to testers on Thursday, March 27, 2025
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 0.7.0 - THURSDAY, MARCH 27, 2025
HIGHLIGHTS
THE TURQUOISE SEA
HARBORS AND NAVAL SYSTEMS
ECONOMY & ARTISANSHIP
CHARACTER, ARCHETYPES & COMBAT
Ranger Archetype Changes
NODE SIEGE SYSTEM
NODES & WARS
GENERAL
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
KNOWN ISSUES
- Node Sieges can rarely trigger at a different Node than the one where it was declared at
- Things related to Node Sieges may not spawn in correctly if the server worker where the Siege is starting has been up for less than 30 minutes
- When declaring a Node Siege, if a mayor isn't online they won't correctly become the leader of their team. Mayors may want to stay logged in to ensure they get team leadership if their Node is sieged
- Deconstructing Items - The "Possible Salvage Results" may display an incorrect number in the UI
- Deconstruction Kits are not currently able to be traded
- Potion Launchers may disappear from your Caravel ship
- Unadorned Daggers, the Rogue archetype starting dagger, is missing textures and showing up green in-game
- Purchasing Freeholds has been disabled at this time
- Placing Rooting Balls on Freeholds has been disabled at this time
- The north Alchemy Station in Lionhold is currently not working
ALPHA TWO UPDATE NOTES 0.7.0 - THURSDAY, MARCH 27, 2025
HIGHLIGHTS
- Rogue Archetype is now available!
- Dual Daggers weapon is now available!
- The Turquoise Sea has been expanded! Travel through the lawless tropics and explore eight new pocket dungeons, islands, and trade Commodities at the far flung Trading Post
- Naval System has been added! Visit the Harbor Master to purchase a ship, and use it to navigate the high seas
- Node Siege System has been added! Bring your friends and slay your enemies in an epic 100v100 battle for Nodes!
- Node Relic System has been added! There is a chance that certain bosses and mobs will drop a Relic that can be transported to a Node by Caravan. Some Relics will require more investigation to discover
- Freeholds have been added to Aithanahr, Sunhaven and Azmaran Nodes in the Sandsquall Desert. Freeholds for other Sandquall Desert Nodes will be unlocked later
- Ranger Archetype Changes
THE TURQUOISE SEA
- The Turquoise Sea has been expanded as a lawless tropics zone
- Added eight new pocket dungeons! The name of these new dungeons are Multrok’s Fall, The Brig, Ruins of Sholfire, Farfathom Caves, Pyrespire Vent, Isle of Bones, The Coral Grotto, and Subalfire Lighthouse
- Added a Trading Post in the Turquoise Sea for Caravan runs. There are new Commodities here
- Added new gatherables, events, mounts, and Rooting Balls in the Turquoise Sea
- Turquoise Sea has new recipes for the following Artisanship practices: Alchemy, Animal Husbandry, Arcane Engineering, Armorsmithing, Carpentry, Farming, Jeweler, Leatherworking, Weaponsmithing
HARBORS AND NAVAL SYSTEMS
- Harbor Buildings have been added to the new Turquoise Sea area
- Caravel ship has been added. Visit the Harbor Master to purchase a ship. This ship is intended for about 8 characters. A character can not have a ship and a Caravan active at the same time
- Potion Launchers on Caravel ships can be used to attack and destroy other ships and Caravan rafts
- Harbors are where characters are able to launch ships. Construction time for ships is 2 minutes before they become operational
- Docking ships at Harbors - Characters can dock their ship when they’re in range of a Harbor. A ship can only be deployed from the same Harbor where it was docked
ECONOMY & ARTISANSHIP
- We added a simple item search filter to the Player Marketplace. This is just a small quality of life improvement, and we will continue developing features to enable trade. This includes enhancements that occur based on Node level, and the future arrival of the player-driven Auction House. We will continue observing, playing alongside of you, and listening to your feedback in order to make Ashes of Creation the game we all want it to be.
- Deconstruction Kits are now available for players to craft at any Arcane Engineering station. These kits provide the first phase of our Deconstruction system, which allows players to deconstruct completed equipable gear in order to recover some of the materials used to construct them
- Gatherables will have more variation in their respawn time
- Sandsquall Desert has new recipes for the following Artisanship practices: Arcane Engineering, Armorsmithing, Jeweler, Leatherworking
- Maelstrom's Crown and Wisp Whelk trainable animals have been added as drops
CHARACTER, ARCHETYPES & COMBAT
- Rogue Archetype is now available
- Dual Dagger weapon is now available
Ranger Archetype Changes
- New Ranger Archetype Resource - Focus
- This resource starts and caps at 100. Ranger abilities deal up to 15% more damage depending on how much Focus is stored when damage occurs, and consume a proportional amount of Focus after the hit. 3 Focus regenerates per second, and weapon combo finishers restore 10 Focus
- New Ranger Ability - Salvo
- Fires all charges to deal 50% damage to the target enemy per shot when activated
- Stores up to 6 charges
- Generate 1 charge every 3 seconds and from weapon finishers
- Salvo replaces Barrage as the Ranger starting ability
- Triggers Enhance Armament effects
- New Ranger Ability - Power Shot
- Deals 200% damage to target enemy. Generates 25 Focus and does not consume Focus on hit
- This has been added as a tier 1 Skill Tree ability
- Power Shot can be Lightning Reloaded
- Ranger Mark and Hunt Revamp
- Mark of the Tiger, Bear, and Raven have been combined into a single ability, Mark Prey. Mark Prey will apply the Tiger, Bear, or Raven Mark to the target depending on what Hunt is currently active
- When a Mark is used, the Hunt buff effect temporarily leaves the caster and applies a debuff to the target. When the Mark duration ends or the target dies, the Hunt buff returns to the caster and also grants them a temporary defensive buff
- Mark cooldown has been reduced from 60 seconds to 30 seconds
- Mark of the Bear mitigation debuff has been decreased from 25% to 15%
- Barrage Ability Changes
- Moved to being a tier 2 learned Skill Tree ability
- Cooldown has been increased from 12 seconds to 15 seconds
- Weapon combos no longer refresh partial cooldown
- No longer triggers Enhance Armament (ammo) effects
- Removed Expeditious Barrage passive
- Arrowstorm - Fixed a bug causing this to trigger many more times than intended with certain abilities
- Removed self knockback from Scatter Shot
- Increased chance for Enhance Armament: Concussive to apply dazed effect from 50% to 100%, to be in line with other enhancements
NODE SIEGE SYSTEM
- Siege declaration banners can now be crafted and a Siege declared against any Node that is a tier 3 Village level or higher
- Once a Node Siege is declared, it will be queued to happen at least 24 hours in the future, during the next available 8 PM server time primetime window. For server time, Vyra and Lyneth are PDT, and Lotharia is CET
NODES & WARS
- Node Relic System has been added!
- There is a chance that certain bosses and mobs will drop a Relic that can be transported to a Node by Caravan. Some Relics will require more investigation to discover
- Once delivered to a Node, the Relic will appear in the Node Relic Inventory and provide a buff to the Node and/or the Node’s Zone of Influence.
- Through the Relic Management menu, a Mayor can activate or deactivate Relics
- War Declaration Changes - Guild Leaders and Mayors now have three charges to declare Guild Wars and Node Wars. It takes 18 hours to replenish one War Declaration charge so choose wisely
- Node Wars now supports War Camp, Home Shrine, and nearest Attuned Shrine as respawn options
- Node elections have been changed to always occur when scheduled, regardless of how long ago an unscheduled election for mayor occurred
GENERAL
- Freeholds have been added to Aithanahr, Sunhaven and Azmaran Nodes in the Sandsquall Desert. Freeholds for other Sandquall Desert Nodes will be unlocked later
- Improved water clarity while characters are under water
- More bug reporting categories have been added to the menu for /bug
- Fixed a bug for NPCs not rotating correctly
- Fixed some issues with map tooltips not showing any information

8
Re: Our Issues with Combat and Gear in Alpha 2
Great job on this list. My favorite idea is allowing gear sets to be crafted past recipe level to make lower level POI sets still viable. To expand I'd like to see them make all POI mob levels match the highest level person in the group and the drops match the level of the person that won it. This would make all POI/mob encounters worth repeating at late stage game play. This also makes all the quests in the game have some meaning after 90% of the player base power levels to 50 ignoring any content. For example, a level 50 player farming grem skins at lionhold would have to fight grems his level making him actually have to compete for the hunted grems with the level 5's out there.
If the overland mobs matched the level of the highest person in the group, let's say that's Level 15, what happens when there's another group there contesting the mob spawns, and their highest person in that separate group is Level 14? The Grem can't be both Level 15 and Level 14.
Re: Just a thought on XP

20 days into the game without reading about the game before or watching youtubes/streams. Friend and I just started playing and this is where I am now. Games to easy imo, we need epic+ to be super rare. 1-50k rate for lego for example. Also the XP needed to level everything from players, weapons, crafts, nodes etc. Everything is at least 100x to LOW , the rates need to go up a lot. But with that said, we need more POI/PVE content to grind on to increase the rates.
Granted I did have to find crafters to make my gear, which took almost just as long as it did to farm the mats to make the gear LOL.
But I still think it should be much much much harder to create even a heroic item let alone a epic/lego item. I want OSRS rates / EQ 1 / SWG . Not WoW raid drop rates.
Just my thoughts.

2
Our Issues with Combat and Gear in Alpha 2
Hi Guys, I gathered ideas from multiple people on different classes to try and develop a list of issues we'd like to see improved. We're trying to start a discussion about some of the issues we've seen after doing a solid amount of group PVP (15+ people). Whether you agree or disagree please push the conversation forward so we can continue to make Ashes the best game through our input.
Issues with Combat:
• Change some activated abilities, pressing a button, to be active abilities where you need to try and hit a target in an area of effect. Whether it’s a cone, line, or circle, more skill-based abilities are necessary so gear is not the only factor leading to victory in fights.
• Nerf auto locking abilities across the board (Heals, Damage, Buffs, etc.) so they are less impactful due to ease of use.
• Reduce the visuals of abilities and have clean animations for identification in PVP. It is already hard to see what’s going on in a melee with a group of 8. 100 people PVPing in a small area will be seizure inducing.
• Spell identification – I need to know what’s a friendly and enemy spell.
• Diminishing Returns – Vines should not work perfectly 3 times in a row.
• Dodging I-frames should last the entire dodge roll, excluding jumping at the end to increase distance. Dodging should also be impacted on the gear worn. See gear weight below.
• Active Block needs a better place in the game so other classes will want to use shields. Give us shields with int!
• TTK is excessively quick. Legendary gear should provide a boost to damage, however the levels of gear is on an exponential curve instead of being a gradual increase.
Issues with Gear:
• Gear should have weight and provide benefits based on the pieces you use. Heavy should not be limited to physical users while still providing the same mitigation. However, there needs to be a drawback to using heavy gear as with medium and light. This could be speed or stamina reduction.
• If waterfall stats are the end all be all no one will ever go for anything else. Casting speed isn’t really good if I still only have 250 magic power and go up against a mage with 500 magic power.
• Let players change additional waterfall stats on crafted gear to fit their play style and build. If a heavy piece has con and I change the strength stat, that I would get for crafting the item as legendary, into intellect I should receive stats for mag power, casting speed, healing rating or something of this sort. Could be coming but wanted to mention it.
• Allow gear to be crafted past the recipe level cap. This would allow lower-level POI sets to remain viable at level 50.
Issues with Combat:
• Change some activated abilities, pressing a button, to be active abilities where you need to try and hit a target in an area of effect. Whether it’s a cone, line, or circle, more skill-based abilities are necessary so gear is not the only factor leading to victory in fights.
• Nerf auto locking abilities across the board (Heals, Damage, Buffs, etc.) so they are less impactful due to ease of use.
• Reduce the visuals of abilities and have clean animations for identification in PVP. It is already hard to see what’s going on in a melee with a group of 8. 100 people PVPing in a small area will be seizure inducing.
• Spell identification – I need to know what’s a friendly and enemy spell.
• Diminishing Returns – Vines should not work perfectly 3 times in a row.
• Dodging I-frames should last the entire dodge roll, excluding jumping at the end to increase distance. Dodging should also be impacted on the gear worn. See gear weight below.
• Active Block needs a better place in the game so other classes will want to use shields. Give us shields with int!
• TTK is excessively quick. Legendary gear should provide a boost to damage, however the levels of gear is on an exponential curve instead of being a gradual increase.
Issues with Gear:
• Gear should have weight and provide benefits based on the pieces you use. Heavy should not be limited to physical users while still providing the same mitigation. However, there needs to be a drawback to using heavy gear as with medium and light. This could be speed or stamina reduction.
• If waterfall stats are the end all be all no one will ever go for anything else. Casting speed isn’t really good if I still only have 250 magic power and go up against a mage with 500 magic power.
• Let players change additional waterfall stats on crafted gear to fit their play style and build. If a heavy piece has con and I change the strength stat, that I would get for crafting the item as legendary, into intellect I should receive stats for mag power, casting speed, healing rating or something of this sort. Could be coming but wanted to mention it.
• Allow gear to be crafted past the recipe level cap. This would allow lower-level POI sets to remain viable at level 50.
Re: Race specific starting zones
I feel like it was a very tasteful part of WoW But Idk I guess it's an out dated taste for immersion I have
It's that it would be immersive in WoW because of what WoW is, storywise.
Whereas in Ashes it would possibly break my immersion, given the lore and background of the world.

2
Re: Our Issues with Combat and Gear in Alpha 2
Great job on this list. My favorite idea is allowing gear sets to be crafted past recipe level to make lower level POI sets still viable. To expand I'd like to see them make all POI mob levels match the highest level person in the group and the drops match the level of the person that won it. This would make all POI/mob encounters worth repeating at late stage game play. This also makes all the quests in the game have some meaning after 90% of the player base power levels to 50 ignoring any content. For example, a level 50 player farming grem skins at lionhold would have to fight grems his level making him actually have to compete for the hunted grems with the level 5's out there.
2