Update 0.7.0 is live
Updated: Mar 27, 2025


Takyn
The 0.7.0 update is now live and with it comes the long-awaited release of the Rogue archetype, as well as a large map expansion with the Turquoise Sea, naval combat, the relic system, item deconstruction, node sieges, the first part of the gatherable spawn timer changes, and a Ranger overhaul. See the official patch notes below.
The Codex has also been updated with these changes.
- You can find the Rogue skill tree in the character planner.
- The interactive map has been updated with all the new POIs and spawns.
- Relics have been added to the database and show the bonuses they grant to node citizens.
- A detailed overview of other changes is available in the unofficial patch changelog.
Patch Notes
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
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