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: Hunting/Taming
just so you know hunting is placeholder system atm, seems they started working on it properly recently since a new protoype hunting bow has appeared on the ashes codex as this weekend.
https://ashescodex.com/db/item/Gear_Artisan_Hunting_Tool_Bow_Prototype
https://ashescodex.com/db/item/Gear_Artisan_Hunting_Tool_Bow_Prototype
1
Re: Dev Discussion #74 - Rogue Archetype
Rogue is Life, and to survive it we align and thrive by the way of the assassin.
The direction is very well done, and it makes me proud to finally receive my home class.
First, I believe in time the cd of stealth and its recast function will be worked out. (For whatever reason we have to be at a distance to recast, when we're already in stealth?! yea... not thought out, but i believe the reason was to push the regen ability...but why even need to recast? If we're in stealth, why not just make it a standard passive?) since its a variance of "true stealth" it shouldn't require such restrictions. Being a simple passive isn't going to break the immersion, and its not OP as I've seen people say. We all know, 200+ tics of health every second is nice, but a fighter, mage, or even twink'd druid can blow right through that given the squishy nature of the rogue.
I LOOOOVE the sound Stealth makes though... It hypes me up, and in contrast to a smoke bomb sound, or Wow's rogue, its unique and reminds me of pulling my blades out, heightening my senses, and preparing my mind for the mission to come. I'm a martial Artist of 33 years, and previously fought professionally and even now, hearing that sound makes me grin and think of many fights or matches I've been in. *claps*
Recently did a 1v1 vs a tank with terrain obstacles, and challenges near carphin. The grapple hook, LoS breaks into stealth and variety of ways to disengage/engage, made that fight thrilling and true to what it feels like being an assassin. Even when down in levels, or gear, the skill cap makes it a wonder to play, and truly enjoyable to utilize when you truly get the flow.
amitofu, and godspeed Intrepid
The direction is very well done, and it makes me proud to finally receive my home class.
First, I believe in time the cd of stealth and its recast function will be worked out. (For whatever reason we have to be at a distance to recast, when we're already in stealth?! yea... not thought out, but i believe the reason was to push the regen ability...but why even need to recast? If we're in stealth, why not just make it a standard passive?) since its a variance of "true stealth" it shouldn't require such restrictions. Being a simple passive isn't going to break the immersion, and its not OP as I've seen people say. We all know, 200+ tics of health every second is nice, but a fighter, mage, or even twink'd druid can blow right through that given the squishy nature of the rogue.
I LOOOOVE the sound Stealth makes though... It hypes me up, and in contrast to a smoke bomb sound, or Wow's rogue, its unique and reminds me of pulling my blades out, heightening my senses, and preparing my mind for the mission to come. I'm a martial Artist of 33 years, and previously fought professionally and even now, hearing that sound makes me grin and think of many fights or matches I've been in. *claps*
Recently did a 1v1 vs a tank with terrain obstacles, and challenges near carphin. The grapple hook, LoS breaks into stealth and variety of ways to disengage/engage, made that fight thrilling and true to what it feels like being an assassin. Even when down in levels, or gear, the skill cap makes it a wonder to play, and truly enjoyable to utilize when you truly get the flow.
amitofu, and godspeed Intrepid

1
Re: Save weapon
They could make it so the weapon could be stored on the back, it would give it a nicer touch.
That would definitely be a nice touch for immersion. Having weapons visibly stored on your back or side when not in combat always adds to the character’s look and the world’s realism. Hopefully, Intrepid considers adding that kind of detail.

1
Re: Console controller
athoss7391 wrote: »Ya I like playing on PC just like to use controller for combat. Keyboard hurts my my wrists after to long
There wasn't any serious problem doing this in Alpha-1, for me, or anyone I know (at least four people who use just basic controllers).
I hope that Intrepid offers a slightly different method for camera control, since I feel like Alpha-1 required a bit too much 'macro-like' configuration which might be a problem, but since it is not releasing through Steam or anything like that, we won't have as many options for it.
They should really just look at FFXIV for how to implement controller support, including camera control. They have by far the best hotbar setup as well out of any MMO with controller support in my opinion.
Re: Console controller
athoss7391 wrote: »Ya I like playing on PC just like to use controller for combat. Keyboard hurts my my wrists after to long
There wasn't any serious problem doing this in Alpha-1, for me, or anyone I know (at least four people who use just basic controllers).
I hope that Intrepid offers a slightly different method for camera control, since I feel like Alpha-1 required a bit too much 'macro-like' configuration which might be a problem, but since it is not releasing through Steam or anything like that, we won't have as many options for it.

1
Undead and Zombies! (latest Sept. update video )
A glimpse of the zombie
I am a huge fan of what undead can bring to games thematically.
Undead, to me, serve a purpose of hopelessness and despair. The difficulty of killing undead should create tension and suspense in multiple ways. But, we have to look at how the developer views what undead, to them, means.
Lets look at some different types of undead we have seen in media.
- The cursed: Undead who rise every night to punish the living. Set about by magic or by godly laws in the set universe.
- The diseased: Undead from a biological mutation.
- The Parasite: Undead being controlled by a host creature or insect.
Cursed: This type of undead, to me, is the pinnacle of how undead came to be. Through godly curses and incantations born from hate and malice. To punish those who are living for deeds they neglected or have done. Usually created by those with power or those who are desperate to make a difference. Abusing the natural laws of the gods.
I want to explain why this should be more prevalent in games to come and why ashes should invest in more immersive undead. What games have done to undead in almost every game is appalling. Killing undead, in video games, is boring. There is a stigma in the industry that make undead campy and they have to be considered low level mobs. The best example is Diablo series making them feel like paper. Blizzard in general making undead feel silly and stupid.
How to make cursed undead more enjoyable and more thrilling to encounter is easy in concept. You make them hard to kill, you make them in mass quantity, and you make them unstoppable until the morning light. This would be the curse in effect. The way to stop it or stall it for story purposes and/or re-playability would be to allow a catalyst that needs to be destroyed. These can be hidden in a nearby dungeon or in the bottom of a lake or in a house. Depending on how you want the player to interact with the world. Why does this makes the game more immersive? it's creating zones in which difficulty has increased to either go around or challenge. Luck can play a huge roll in how a character at night would experience a cursed undead horde. Creating moments of intense interaction that make for good player stories. The idea of a curse is to be unfair in how you can deal with it. Nobody makes a curse going I want it to be fair for the people who will experience it. When it comes to making undead, this would be the case of quantity, relentless quantity of un-killable past family members or recently deceased loved ones.
Making this into part of the games mechanics would amplify the undead experience and intensity of gameplay.
The Diseased: This would be your ideal resident evil zombie. Not technically what I would call a real zombie and more of a mutation. But, they have had the best overall view of how a zombie should act, only in resident evil 1 and 2. Slow and cumbersome, hard to kill, and in mass quantity. This makes a more scientific "realistic" reason for undead, similar to the walking dead series as an example.
The Parasite Portrayed in more futuristic games and some resident evil games. Having a creature embody a corpse or take over a host to the point of eventual death. I find this to be the least undead-like for the types of undead we see in video games.
intelligent cursed undead
Now, as for intelligent undead. You know the Boss fights that we all experience where a "death looking" ghost comes out and tries to kill us. This would be the creator of the curse, usually. Whether being punished for breaking the natural laws or using forbidden magic to become everlasting. Somehow, a subjects soul is trapped in an undead vessel with similar restrictions or laws governed by a curse. Being more aware because of their soul still being intact gives rise to influence and manipulation to have such power. What limits them from destroying the world could be lore related. Trapped in dungeons by punishment or trickery from gods, witches, catalyst restriction (genie in the lamp kind of thing). Essentially intelligent undead is very rare. Undead with a sole purpose is more common. both are curses. and whether they like it or not both have a hunger for life.
In Conclusion
So, how will undead be treated in the world of Ashes of Creation? Will we be scared to go into ruins at night alone? will we have quests to destroy the curse that plagues the lands (a node territory) full of undead? Will we come across a random catalyst and place it in the lake? (heh heh heh) Will we have random dungeons to enter in and experience a gripping tale of survival to whom which a party of 12 would have a hard time simply because of the sheer quantity of undead? Will we see nodes change due to undead influence growing if not kept in line? or will we simply crush them like paper and forget their existence until the next halloween event?
thanks for reading this. I hope maybe some of this can translate into future MMO's and possibly into Ashes of Creation. Maybe you have been broadened to the idea that cursed zombies are better. or not? either or I hope to see your comments and ideas.
cheers,
Kol Draco
I am a huge fan of what undead can bring to games thematically.
Undead, to me, serve a purpose of hopelessness and despair. The difficulty of killing undead should create tension and suspense in multiple ways. But, we have to look at how the developer views what undead, to them, means.
Lets look at some different types of undead we have seen in media.
- The cursed: Undead who rise every night to punish the living. Set about by magic or by godly laws in the set universe.
- The diseased: Undead from a biological mutation.
- The Parasite: Undead being controlled by a host creature or insect.
Cursed: This type of undead, to me, is the pinnacle of how undead came to be. Through godly curses and incantations born from hate and malice. To punish those who are living for deeds they neglected or have done. Usually created by those with power or those who are desperate to make a difference. Abusing the natural laws of the gods.
I want to explain why this should be more prevalent in games to come and why ashes should invest in more immersive undead. What games have done to undead in almost every game is appalling. Killing undead, in video games, is boring. There is a stigma in the industry that make undead campy and they have to be considered low level mobs. The best example is Diablo series making them feel like paper. Blizzard in general making undead feel silly and stupid.
How to make cursed undead more enjoyable and more thrilling to encounter is easy in concept. You make them hard to kill, you make them in mass quantity, and you make them unstoppable until the morning light. This would be the curse in effect. The way to stop it or stall it for story purposes and/or re-playability would be to allow a catalyst that needs to be destroyed. These can be hidden in a nearby dungeon or in the bottom of a lake or in a house. Depending on how you want the player to interact with the world. Why does this makes the game more immersive? it's creating zones in which difficulty has increased to either go around or challenge. Luck can play a huge roll in how a character at night would experience a cursed undead horde. Creating moments of intense interaction that make for good player stories. The idea of a curse is to be unfair in how you can deal with it. Nobody makes a curse going I want it to be fair for the people who will experience it. When it comes to making undead, this would be the case of quantity, relentless quantity of un-killable past family members or recently deceased loved ones.
Making this into part of the games mechanics would amplify the undead experience and intensity of gameplay.
The Diseased: This would be your ideal resident evil zombie. Not technically what I would call a real zombie and more of a mutation. But, they have had the best overall view of how a zombie should act, only in resident evil 1 and 2. Slow and cumbersome, hard to kill, and in mass quantity. This makes a more scientific "realistic" reason for undead, similar to the walking dead series as an example.
The Parasite Portrayed in more futuristic games and some resident evil games. Having a creature embody a corpse or take over a host to the point of eventual death. I find this to be the least undead-like for the types of undead we see in video games.
intelligent cursed undead
Now, as for intelligent undead. You know the Boss fights that we all experience where a "death looking" ghost comes out and tries to kill us. This would be the creator of the curse, usually. Whether being punished for breaking the natural laws or using forbidden magic to become everlasting. Somehow, a subjects soul is trapped in an undead vessel with similar restrictions or laws governed by a curse. Being more aware because of their soul still being intact gives rise to influence and manipulation to have such power. What limits them from destroying the world could be lore related. Trapped in dungeons by punishment or trickery from gods, witches, catalyst restriction (genie in the lamp kind of thing). Essentially intelligent undead is very rare. Undead with a sole purpose is more common. both are curses. and whether they like it or not both have a hunger for life.
In Conclusion
So, how will undead be treated in the world of Ashes of Creation? Will we be scared to go into ruins at night alone? will we have quests to destroy the curse that plagues the lands (a node territory) full of undead? Will we come across a random catalyst and place it in the lake? (heh heh heh) Will we have random dungeons to enter in and experience a gripping tale of survival to whom which a party of 12 would have a hard time simply because of the sheer quantity of undead? Will we see nodes change due to undead influence growing if not kept in line? or will we simply crush them like paper and forget their existence until the next halloween event?
thanks for reading this. I hope maybe some of this can translate into future MMO's and possibly into Ashes of Creation. Maybe you have been broadened to the idea that cursed zombies are better. or not? either or I hope to see your comments and ideas.
cheers,
Kol Draco

1
Re: TTK "fix" went from few weeks away to "no ETA"
Stat changes to address TTK likely to be coming in the 0.9 release (April 24th 2025)
https://www.reddit.com/r/AshesofCreation/comments/1jo2lxv/notes_on_stevens_stream_on_31032025/?share_id=irFlJ4-wgNXL3-mrmtgJw&utm_content=1&utm_medium=ios_app&utm_name=ioscss&utm_source=share&utm_term=1
Apparently pulled from his live stream he did the other day i havant watched it all yet to comfirm though
Thanks for adding this to the conversation, @Veeshan !
Just for some reassurance - We're aware of the discussions regarding TTK, enchanting, mitigation, etc. It's certainly something on our minds, and something (as Steven stated in that Reddit post) we're looking to address in an upcoming build


1
Re: My hopes/suggestion for the gathering update
I like the gear idea, it will make it more feasible and makes sense
Re: Weekly Feedback Request - 02/27/2025
Good stuff:
Market Searching - Major win in my books to have searching by item and rarity. Thank you!
Turning with Keyboard - I logged in on Thursday and for the first time I was able to actually use my keyboard to turn in a functional manner. No more turning in slow motion. Fighting is so much easier.
For context, I have carpal tunnel and it's really important that I'm able to vary how I'm using my hands. Repetitive stress is bad, so being able to switch from keyboard to mouse and back is great.
Timer Variation on Gatherables - This is already helping the gatherable rarity issues. Can't wait to see the rest of the system.
Aquatic Mounts!!! - OMG so much fun that we can now explore underwater!
Tropics are cool - Very cool area. Gorgeous water and light.
Concerns & Suggestions:
Secondary Archetypes
I am completely serious about this. If secondary archetypes are not substantive and actually make a significant difference to how the classes play, don't bother implementing them. If they're only cosmetic and flavor, the system needs to be relabeled as "optional class flavor." I was super excited about having 64 class options, but if they're not actual classes, calling them "classes" while not delivering on the promise of 64 classes will just piss of the masses, including myself.
Character Creator
Please please have a vastly improved character creator for Phase III. We will be creating characters that we will be playing for potentially years. I want a pretty character. Pretty pretty please.
Mixed-Level Groups
I want more options to group with people of different levels. Obviously carrying needs to be avoided but please let me play with my friends and still be able to level.
Chat System
Ok, I can see some changes were made to the system. Thank you for working on it. But the fact that I can't just keep typing to the same person in tell without clicking back into the box for each line of text is SO IRRITATING. I'll be honest, the fact that chat has been a clusterfuck actually makes me mad. This is not effing new tech. For all the gods' sake, copy some other working system from 20 years ago if you can't figure this out.
1 account = 1 vote per server
Mayor systems should be 1 vote per account per server. Solves a lot of election tomfoolery.
Benefits of Citizenship
There needs to be more benefits to being a citizen. Right now, it is more advantageous to be node-less than to be a citizen.
Eternal War
There needs to be a cooldown in how often a node or guild can be wardec'ed so players aren't stuck in eternal warfare (ex. Joeva on Vyra).
Also there should be a timer on wars. When time runs up, add up the score and declare a winner.
XP Variety
I don't mind a slow grind - seriously, if it takes me months to get to max level I'm cool with that - but I cannot stand a slow monotonous grind. Please include a wide variety of activities that will give decent xp.
Fishing
The current system (which I understand is mostly a placeholder) is pointless. This should be an interactive profession that requires some attention from the player.
Market Searching - Major win in my books to have searching by item and rarity. Thank you!
Turning with Keyboard - I logged in on Thursday and for the first time I was able to actually use my keyboard to turn in a functional manner. No more turning in slow motion. Fighting is so much easier.
For context, I have carpal tunnel and it's really important that I'm able to vary how I'm using my hands. Repetitive stress is bad, so being able to switch from keyboard to mouse and back is great.
Timer Variation on Gatherables - This is already helping the gatherable rarity issues. Can't wait to see the rest of the system.
Aquatic Mounts!!! - OMG so much fun that we can now explore underwater!
Tropics are cool - Very cool area. Gorgeous water and light.
Concerns & Suggestions:
Secondary Archetypes
I am completely serious about this. If secondary archetypes are not substantive and actually make a significant difference to how the classes play, don't bother implementing them. If they're only cosmetic and flavor, the system needs to be relabeled as "optional class flavor." I was super excited about having 64 class options, but if they're not actual classes, calling them "classes" while not delivering on the promise of 64 classes will just piss of the masses, including myself.
Character Creator
Please please have a vastly improved character creator for Phase III. We will be creating characters that we will be playing for potentially years. I want a pretty character. Pretty pretty please.
Mixed-Level Groups
I want more options to group with people of different levels. Obviously carrying needs to be avoided but please let me play with my friends and still be able to level.
Chat System
Ok, I can see some changes were made to the system. Thank you for working on it. But the fact that I can't just keep typing to the same person in tell without clicking back into the box for each line of text is SO IRRITATING. I'll be honest, the fact that chat has been a clusterfuck actually makes me mad. This is not effing new tech. For all the gods' sake, copy some other working system from 20 years ago if you can't figure this out.
1 account = 1 vote per server
Mayor systems should be 1 vote per account per server. Solves a lot of election tomfoolery.
Benefits of Citizenship
There needs to be more benefits to being a citizen. Right now, it is more advantageous to be node-less than to be a citizen.
Eternal War
There needs to be a cooldown in how often a node or guild can be wardec'ed so players aren't stuck in eternal warfare (ex. Joeva on Vyra).
Also there should be a timer on wars. When time runs up, add up the score and declare a winner.
XP Variety
I don't mind a slow grind - seriously, if it takes me months to get to max level I'm cool with that - but I cannot stand a slow monotonous grind. Please include a wide variety of activities that will give decent xp.
Fishing
The current system (which I understand is mostly a placeholder) is pointless. This should be an interactive profession that requires some attention from the player.
1
What sets it apart
To me there were a couple of things that set AoC apart from others MMOs. All of them were positives in my eyes.
1) Body blocking. This has unfortunately been removed. I understand that it would've been difficult to implement well, the problems involved and how difficult it is to code.
2) Nodes. Obviously interesting. It turns the world into an ever-shifting amalgam and allows for more macro ambitions to thrive.
3) Massive loot-based on death penalties. This has been turned down too much according to me. I understand this is controversial but I saw it as a necessity to stand out compared to the competitors.
Is there's anything else I've missed that should interest a potential player. And yes, the graphics are gorgeous in the dev showcases, but unless there's gameplay to complement it, to me its void of value.
1) Body blocking. This has unfortunately been removed. I understand that it would've been difficult to implement well, the problems involved and how difficult it is to code.
2) Nodes. Obviously interesting. It turns the world into an ever-shifting amalgam and allows for more macro ambitions to thrive.
3) Massive loot-based on death penalties. This has been turned down too much according to me. I understand this is controversial but I saw it as a necessity to stand out compared to the competitors.
Is there's anything else I've missed that should interest a potential player. And yes, the graphics are gorgeous in the dev showcases, but unless there's gameplay to complement it, to me its void of value.