Patch notes2026.10.08.1

Pre-beta: roles, talents, pets, mounts and the errand board

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Pre-beta: roles, talents, pets, mounts and the errand board, Ashram Online news

Roles at level 5, a talent tree per skill, pet, tiger, swimming, six workbenches, the Log and daily errands.

This is the update that closes the alpha and opens the pre-beta. Since the last notes the game changed top to bottom: every lineage has two roles you choose by playing, every skill has its own talent tree, there is a pet, a mount, water you can swim, six workbenches, a Log that explains where everything comes from and an errand board in the square. Here it all is, system by system. Update required: the world checks the client version on connect.

Lineages and roles

  • Every lineage has two roles: the Vajrahn is Bulwark (tank) or Devastator; the Yodha, Ascetic or Custodian (healer); the Elunar, Crystalmancer or Resonant; the Sahira, Shadow (daggers) or Sentinel (bow).
  • Until level 5 every character carries its lineage's base kit: four attack skills and two supports, to get by and defend yourself from the first minute.
  • On reaching level 5 the game tells you: open the book (K), go to Talents and choose your role from two cards with their skills. You choose once: the role's skills unlock in the book, the other role's leave, and your skill points become available again.
  • New Custodian kit, the Yodha's healer: Rain of Breath (group heal), Last Breath (a huge heal on the most wounded, bigger the less health they have), Purifying Gust (strips the enemy's buffs and cleanses the group), Lotus Roots (roots and slows in an area), Palm of Silence (ranged stun) and Custodian's Veil (group shield).
  • A Sahira with daggers gets no bow skills, nor the other way round.

Talents: a tree per skill

  • The eight attribute talents are gone. Now every learned skill has its own tree of twelve nodes: three nodes open their culmination, and the culmination opens the next row. Everything can be unlocked; choosing is deciding which skills to invest in.
  • The nodes really improve the skill: damage, healing or shield, cooldown, resonance cost, range, duration, radius, critical chance and successive blow (a second, smaller hit after every strike).
  • Talent points are earned with honour, and honour is earned by downing white players, those who did not attack first. Every 50 honour is one point. Levels give no talent points.
  • Every node also consumes an Ephemeral Dust, a rare material crafted at the alchemy table with a recipe dropped by the four Marsh bosses and rewarded by the end of Act VII.
  • Forgetting talents takes a Talent Oblivion (Rasayan or the premium shop), like the skills' Echo Oblivion.
  • The Talents window (K → Talents) shows the book on the left, with the rank-up arrow and the skills draggable to the bar, and the chosen skill's tree on the right, with the book's own arrows. Every node reads in its tooltip: all the skill's numbers with before » after, and what it costs, with the point and dust splashes.

Daily errand board

  • Surya's square has an errand board: nine side quests from level 10 to 45 (wolves, goblins, bats, orcs, worms, trolls, kobolds, the waking forest and the edge of the Marsh) that renew every day.
  • They stand apart from the story: they do not count toward the quest limit, they do not show in the guide or the tracker, you read them in the journal and turn them in at the board itself.
  • They pay good money and, from level 10, at most 5 % of the level's experience. Levelling is hunting with a party; the board only sweetens it.

Pet: the Crystal Spirit

  • A pet that follows you, with its own skill tree (attack, protection, utility), mood and satiety. It eats the food sold by Pashupal, the pet keeper, or that you cook at the hearth from the beasts' meat.
  • Pashupal also sells the pet's Resurrection Stone, the Chitin Core and the Spirit Gem.
  • Pet scrolls for special skills (revive, gathering).

Mount and water

  • Mount: the tiger, with its own gallop. Mount and dismount in one gesture.
  • Swimming: the rivers and the Marsh's water are really swum, with a 45-second oxygen bar underwater. The mount swims too.

Workbenches

  • Crafting is no longer done by the NPC: there are workbenches in the village, from level 8, that take materials from the vault too: Craft, Refine, Reforge, Hearth (food), Alchemy and Jewellery.
  • T20 weapons and set pieces ask trade level 5 (was 7) and T25 ask 7 (was 9): refining is the progression from level 25 to 45 with what drops in Surya.
  • Jewellery: five crystal colours per lineage and five grades cut at the table.
  • Every cooking, potion, tonic, bandage and pet-food recipe resolves with what drops in Surya and the first Marsh.

Traveler's Log (N key)

  • The Log gathers what the account has discovered: items, creatures, recipes, quests, milestones and achievements that pay experience.
  • Every item says where it comes from: which creatures drop it, sorted from the lowest level up, what dismantles into it, who sells it and which recipe uses it. It no longer sends anyone to hunt creatures that do not exist in the world.
  • Item tooltips show the same, with the splashes and the inventory slot.

The world

  • Day and night: a day lasts 80 minutes; at night creatures appear that are not seen by day, and the night loot is better (more coins, more gear, more rares).
  • The Marsh of the Sundering, level 45 to 65, with twenty-one species and four bosses at triple size: the Drowned Colossus, the Mud Giant, the Marsh Lich and the Dragon of the Sundering.
  • Bosses with mechanics: every big attack is telegraphed on the ground (blue, yellow, red) before it lands; bosses have phases and different attacks.
  • Act VII of the story (levels 36 to 49): the troll camp and the far forest, with the healing shaman and the three-phase Warlord.
  • Portals between lands with a toll and a minimum level; every land with its own channels.
  • PvP: karma for whoever attacks (purple and red name, growing penalties) and honour for whoever downs a white player. PK mode so you never hurt a white player by accident.

NPCs and the village

  • The NPCs speak: each with their voice and sheet (trade, what they sell, their quests), and Pashupal with a voice of his own.
  • Quests show the quest scene first and the NPC's greeting after; from the greeting the shop, the vault and the rest are one click away.

Interface and combat

  • Damage meter of the current and the last fight, with the bosses' aggro split in percent, and a combat log panel.
  • Target frame with a bar and a button to inspect other players.
  • Bar skills fire at once and the server confirms them: less delay on the hit.
  • Russian: the longer texts no longer run past the buttons and tabs.
  • Loot notices and notifications wear the inventory slot around the splash. ESC also closes the Talents window.
  • Loading, inventory, vault, trade and clan notices in the seven languages.

Fixes

  • The Sahira's dagger trails no longer read as noise: one dagger, no sparks.
  • Locked talents and skills read grey with a padlock, as in the book.
  • An item's sources are sorted by creature level; creatures above the current content no longer appear.
  • Honour and role fixed on saving and loading the character, and dozens of texts in the seven languages.

More articles

  1. Patch notes2026.10.06.1The troll camp and the Marsh of the SunderingThe troll camp and the Marsh of the Sundering, Ashram Online news
  2. Patch notes2026.10.04.1Pets and mounts arrive in AshramPets and mounts arrive in Ashram, Ashram Online news
  3. Patch notes2026.10.02.3The alpha ends: back on October 10 with the open betaThe alpha ends: back on October 10 with the open beta, Ashram Online news
  4. Patch notes2026.10.02.2Free reforging, generous bosses and refining stones at the anvilFree reforging, generous bosses and refining stones at the anvil, Ashram Online news