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
TTK "fix" went from few weeks away to "no ETA"
For me this was the biggest disappointment of this week's stream. I can only hope this is addressed during early P3 stages, before we start hitting gear enchanting.
Named Mobs Not Spawning
Hello,
I searched to see if this subject has been brought up in the last few weeks, if it has let me know.
There are a number named mobs throughout the world that are no longer spawning; I am unsure of how many. Two of them are Doomed Researcher and Wailing Widow. I am unsure if this was a deliberate change made by Intrepid or if it is an unresolved bug. I have submitted bug reports for both of these named mobs already.
My main concern with this is that these named mobs drop very good items/recipes/crafting materials for casters and they have previously been in PH 2. If Intrepid sees this I would hope they can easily re-enable the spawn of these named mobs so that the players that have been unable to get these items have a chance to get them.
Maybe I'm the minority here in thinking that this is a problem, but here it is and I'm hoping for them to come back to the game. Thanks.
I searched to see if this subject has been brought up in the last few weeks, if it has let me know.
There are a number named mobs throughout the world that are no longer spawning; I am unsure of how many. Two of them are Doomed Researcher and Wailing Widow. I am unsure if this was a deliberate change made by Intrepid or if it is an unresolved bug. I have submitted bug reports for both of these named mobs already.
My main concern with this is that these named mobs drop very good items/recipes/crafting materials for casters and they have previously been in PH 2. If Intrepid sees this I would hope they can easily re-enable the spawn of these named mobs so that the players that have been unable to get these items have a chance to get them.
Maybe I'm the minority here in thinking that this is a problem, but here it is and I'm hoping for them to come back to the game. Thanks.
Re: πΌπ Dev Discussion: Gatherable Spawning System
So basically, the way gatherables currently work is they can be anything from Common to Legendary rarity. I do not think this should be how it works. I think gatherables having rarities is good, but the rarities should not be as drastic as a single material being able to be anything from Common to Legendary.
The way I propose it should work is based on the tier of material. So Tier 1 materials like Oak or Copper or Daffodil's should only be able to be Common or Uncommon, maybe Rare. Tier 2 materials could then be Uncommon or Rare, Tier 3 Rare or Heroic, etc.
This also fixes the problem (which is a problem, in my opinion, but some people may disagree) of walking around at level 10 with Legendary Copper Armour. It makes no sense for crafted gear at level 10 to be Legendary rarity.
The way I propose it should work is based on the tier of material. So Tier 1 materials like Oak or Copper or Daffodil's should only be able to be Common or Uncommon, maybe Rare. Tier 2 materials could then be Uncommon or Rare, Tier 3 Rare or Heroic, etc.
This also fixes the problem (which is a problem, in my opinion, but some people may disagree) of walking around at level 10 with Legendary Copper Armour. It makes no sense for crafted gear at level 10 to be Legendary rarity.

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Re: guard system sucks
To go back to what they planned them to be before the change. You only get gear decay on death. That's it. All the pvpers can pvp to their heart's content, while people who are getting destroyed only lose some durability instead of, as you yourself say, "just leaving the game until the war is gone" or "leave the node to avoid the war".How do you want event death penalties to change?
Pvp events should be about fun organized pvp. Keeping big penalties there would just remove as much pvp from the game as possible, and the remaining pvp will always be a "who's got more shit they can lose" situation, which always favors the strong and creates a bigger snowball for their power.
fuck im an idiot. Turns out I had flagged "defender" when the seige was first declared because i didnt know wtf. Thats why i was red. I just turned it off... Thought it was node citizen vs citizen.
Still doesnt help with the guards being dumb.

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π±βπ€π March 2025 Development Update Livestream Discussion Thread ππ’
Glorious community,
Our latest Development Update Livestream has wrapped up, and we unveiled some exciting new content! This showcase featured the stealthy new Rogue archetype, node sieges, relics, and the naval system!
What were your favorite moments from the stream? What new content has you the most excited? Letβs chat below! π
Our latest Development Update Livestream has wrapped up, and we unveiled some exciting new content! This showcase featured the stealthy new Rogue archetype, node sieges, relics, and the naval system!
What were your favorite moments from the stream? What new content has you the most excited? Letβs chat below! π

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Rogue Sneaks into Alpha Two!
π‘ππ‘ The shadows have a new master. The Rogue is LIVE!
β Learn about their deadly kit, and then sneak into Alpha Two to put your skills to the test!
π Check out the article: https://ashesofcreation.com/news/rogue-sneaks-into-alpha-two
βοΈ Share your thoughts: https://forums.ashesofcreation.com/discussion/66926/dev-discussion-74-rogue-archetype/p1
https://youtu.be/VnECi_F0mQw
β Learn about their deadly kit, and then sneak into Alpha Two to put your skills to the test!
π Check out the article: https://ashesofcreation.com/news/rogue-sneaks-into-alpha-two
βοΈ Share your thoughts: https://forums.ashesofcreation.com/discussion/66926/dev-discussion-74-rogue-archetype/p1


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Alpha Two Update Notes 0.6.2 - Friday, March 14, 2025
These are the update notes for changes to the Alpha Two that went to testers in the evening of Friday, March 14, 2025
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
Alpha Two Update Notes 0.6.2
Known Issue
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
Alpha Two Update Notes 0.6.2
- Guards should no longer attack characters for taking some combat action in their proximity
- Guards should attack any character that attacks another character in their proximity
Known Issue
- Phoenix Sentinels will only attack corrupted and combatant characters
- Some abilities and passives may cause Guards to aggro and kill player characters

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Alpha Two Update Notes 0.7.1 - Friday, March 28, 2025
These are the update notes for changes to the Alpha Two that went to testers on Friday, March 28, 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 0.7.1 - FRIDAY, MARCH 28, 2025
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
KNOWN ISSUES
- Deconstruction has been disabled as we investigate issues with this system
- Caravans may disappear on launch
- Some Enemy NPCs are not dropping anything besides Glint
- Turquoise Sea landscape and foliage at a distance will not render currently so the zone may look and feel sparse
- Caravel ships may lose their Potion Launchers when crossing a server boundary
- 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
- Unadorned Daggers, the Rogue archetype starting dagger, is missing textures and showing up green in-game
ALPHA TWO UPDATE NOTES 0.7.1 - FRIDAY, MARCH 28, 2025
- Freeholds - Purchasing Freeholds and placing Rooting Balls on Freeholds has been reenabled
- Caravels and Potion Launchers can no longer be healed by characters
- Caravans can no longer be purchased or launched while a character is launching a Caravel ship
- Potion Launchers can no longer be targeted
- Potion Launcher visual effects have been improved, including the animation for a character controlling the Potion Launcher
- Deconstruction Kits have been changed to be tradable
- Possible Salvage Results from using Deconstruction Kits will show the correct number for possible results
- Fixed an issue that prevented some Plumeria from being able to be gathered
- Fixed issues with some Armorsmithing and Tailoring recipes

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Re: Our Issues with Combat and Gear in Alpha 2
A big thing for mmorpgs is to be very careful with CC, roots, stuns etc. You really do not want to overdo it.
If every class must have 1-2 of them fine but be sure to balance it for pvp by adding a strong and reliable diminishing returns. Immunity to having them spammed on you.
Do not take WoWs example.... Their diminishing returns are laughable at best. A 10 second CC in any form with no cooldown even with DR is NOT something we should ever see. Stuns need long cool downs....
If every class must have 1-2 of them fine but be sure to balance it for pvp by adding a strong and reliable diminishing returns. Immunity to having them spammed on you.
Do not take WoWs example.... Their diminishing returns are laughable at best. A 10 second CC in any form with no cooldown even with DR is NOT something we should ever see. Stuns need long cool downs....

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