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: [OCE] PROJECT ANVIL | COMPETITIVE | 18+ | PvX | GMT+11
As a long term MMO gamer it's great to finally find a group of like-minded people to enjoy this game with. Have absolutely loved learning and growing with this group and am super excited to see what the future holds here. Probably the best group of people I've gamed with!
Re: [OCE] PROJECT ANVIL | COMPETITIVE | 18+ | PvX | GMT+11




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Re: [OCE] PROJECT ANVIL | COMPETITIVE | 18+ | PvX | GMT+11
Wow this looks great! Im new to the Ashes of Creation community and recently joined Project Anvil, the leadership team have helped me with all of my newbie questions and have created a safe home for me to be myself. Love you guys.
Re: [OCE] PROJECT ANVIL | COMPETITIVE | 18+ | PvX | GMT+11
Gday gday gamers! Awesome post Bloodletting. We are here for the long haul and are very keen to test this game and help make into the our new gaming home for the next 10 years+ and having a great community is a huge part of that, looking for good people as well as good gamers. Get around it, good luck have fun all.
Our Phase 1 content:
https://youtu.be/f9BBdVinHjU
https://youtu.be/07sWH9mdk00
https://youtu.be/SMHCeRGTwKg
Our Phase 1 content:




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[OCE] PROJECT ANVIL | COMPETITIVE | 18+ | PvX | GMT+11

[OCE] PROJECT ANVIL | COMPETITIVE | 18+ | PvX
WHAT IS PROJECT ANVIL?
- Project Anvil is a long-established, competitive guild built exclusively for Ashes of Creation, bringing together gaming veterans from a wide range of MMOs and genres.
- United under the Project Anvil banner, we're here to pursue our passion for Ashes of Creation and forge a legacy in the world of Verra.
- With Alpha 2 Phase 3 dropping on May 1st, we're rallying hard and preparing to dive deep into all the new features.
- Our team is hyped to explore, adapt, and master everything Verra throws at us — and we’re looking for like-minded, competitively minded OCE players to join us.
GUILD FOCUS
Our main large-scale goal is to take and control a castle node at release.
- Actively engage in all forms of PvP and PvE content.
- Continue to expand our crafting and economic team.
- Provide the necessary tools and support for our members to excel in-game.
- Above all, we create an environment where each member understands the impact they have on Anvil’s success and culture.
WHAT WE OFFER
Experienced, engaged leadership carefully chosen for their expertise both in and outside of gaming.
- A quality-over-quantity approach — we prioritize efficiency, commitment, and genuine camaraderie.
- A respectful, honorable approach — we respect our competition and avoid exploitative practices.
- An active, organized Discord for coordination, planning, and a solid dose of OCE banter.
> As of Phase 1 we have completed all content, won wars against guilds more than twice our size,
& become one of the two known OCE guilds to secure Mayorship of a node on the OCE server Vyra.
> As of Alpha 2 Phase 2, we've continued to build our reputation through dedication and teamwork.
We've conquered endgame content, held our ground against larger guilds, and proven ourselves as a respected force on the new mega server Vyra.
Our efforts have earned us victories in both PvP and PvE, solidifying our commitment to growth and competition.
> With Phase 3 on the horizon, Ashes of Creation is set to expand with new world zones, enhanced node systems, additional playable races, advanced archetypes, and deeper combat mechanics.
Naval content, castle sieges, and underwater combat will add more dimensions to the game!
While guild systems, auctions, and transmog features deepen customization.
This is just the beginning for Project Anvil — Forge Your Legacy!
GUILD CONTACTS
With Alpha 2 Phase 3 just around the corner, there’s never been a better time to find your home for Ashes of Creation!
Join our Discord or DM one of the following to learn more: https://discord.gg/anvil
@[Anvil] Bastard 🇦🇺 - Guild Master
@[Anvil] Mooredor - Second in Command
@[Anvil] Bloodletting - Recruitment Officer
--- Attached is a showcase of Project Anvil, come join the fun---

Be sure to follow Project Anvil's Social Media
https://www.youtube.com/@ProjectAnvil
https://www.tiktok.com/@project_anvil

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Re: Just a thought on XP
HeetCrusher wrote: »Was wondering for the XP grind if it needs adjusting a little to accommodate newer players. Like maybe have level 10-20 be similar to 1-10 that ways for new players joining that are not in a guild right off the bat time to explore and enjoin the game. Because if the grind is too much I feel new players will walk away. Now I understand this is an MMO, but most people don't join in a group already. They meet people in game. Just a thought. I want it to grow and be successful but making entry too hard or a grind could be a negative effect.
This game isn't for everyone, it's not like other MMOs, it was marketed to be like them which is why there's tons of people here expressing concerns like this. Truth is, you haven't even gotten to the grind, that starts at 25... Leveling is the easy part. If you CHOOSE to go about it alone than it will be harder and slower, and it should be. At no point should it be better to level solo than as a pair or more. It's repetitive for sure, but the combat is pretty fun if you know where to go and how to work in a group it gets more fun and speeds things up. That'll ease up as more systems come online, but the grind will remain. But at least you won't be just mindless killing the same mobs over and over and over and over and over and o...v....e....r.......
The solution isn't to make it easier or faster to level, it's to make it more engaging, challenging, dynamic, and just more fun. More systems to come, maybe it'll balance out.
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Re: Why Exclusive Flying Mounts Will Destroy a PvP-Driven Game Long Term
I yearn for the day when you'll learn to understand that anything individual players do shouldn't matter to you, because competition in groups is what the game is about. The rest is just the connecting interval from one group experience to the next. And if you can't take down the mayor in your 8v8, you needed to bring another player. /thread.Good post.
Flying in Sieges=not bad/interesting gameplay that allows players to focus on leading the groups around to objectives
Flying literally anywhere else is garbage for the game. It allows for massive advantages in Open World PVP, and even huge advantages for getting around to different resources to gather quickly.
Gliding down from elevation can be fine within reason.
Who are you?
And in group play specifically, having a flying mount guiding a fight from above in open world pvp is a massive advantage. As well as for scouting for caravans or for hostile groups hunting your caravans.

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Re: can someone help me understand how to get access to this game/pricing
This is obviously another butthurt propaganda post by another alt account from the same person who made the previous post about a the "extortionate" "Alpha subscription". They're obviously just posting to rile people up against the game, or at least against certain development/publishing decisions, and push some sort of agenda that ends up being more stupidly incoherent than obscure.
Don't spend more than 2 lines of text to dispute this childish troll-whining.
Don't spend more than 2 lines of text to dispute this childish troll-whining.
Re: Post launch content concerns
I know what I’m discussing here is years away of being relevant but I would like to have my concerns heard now that we are still in development and the team can create things with having some of the following in mind.What kind of content can the team release post launch that doesn’t disturb the balance of the game? To clarify, a common addition of expansions is to add:
1) new zones which makes the world feel emptier and emptier, look at wow for example, 70% of the world or more nobody visits, it’s just a forgotten land of an old expansion barren and lifeless.
2)new classes which disrupts the balance of roles and the 8v8 party balance the game was designed upon. For example if the 9th class is a dps now there is lack of healers.
3)new level cap makes previous gear accomplishments irrelevant, messes up with intended time to level to max and creates inflation of numbers, look wow for example at some point a single hit would do hundreds of thousands of dmg which is silly.
4)new systems I can’t see any problem with that if they are evergreen systems and not placeholders for an expansion
5)new race no problem here but prolly a lot of development time? Maybe with the rise of the ai systems not a big deal? I don’t know.
6) something I haven’t thought(maybe you have?let me know)
Possible solutions:
1) release new zone while simultaneously destroy equal amount of zones but because this will make a lot of ppl upset another way to do it would be to have a rotation where not all zones are playable and at all times the maximum amount of playable zones remains the same. How that would work with the in game narrative? I don’t know maybe a zone is occupied by void forces and another one takes its place
2)this is basically a math problem that if taken into consideration before release it would be easier to tackle later. Also check the statistics if parties are struggling to find healers release a healing class etc.
3) to be honest I can’t think of a way an increase to level cap won’t create problems in the long run but feel free to tell me if you have a solution.
Anything else you can think of in terms of content post launch and a way to integrate it to the game without disrupting its balance please enlighten me!
These are exactly the kinds of concerns Intrepid should be thinking about now, and from what we’ve seen, they actually are.
1. World Bloat & Forgotten Zones
You nailed it. One of the biggest issues in other MMOs (WoW cough) is that the world becomes bloated and disjointed with every expansion.
But Ashes already has a built-in system to fight this: nodes. Since the world evolves based on player activity, zones will naturally shift in relevance depending on politics, economy, and events.
This means even “older” zones can become critical again, depending on what’s happening in the world. That kind of organic recycling is a genius way to keep the world alive long term without relying on artificial rotations.
2. New Classes & Role Disruption
Adding new archetypes later could be tricky, for sure. But with the current 8 base classes and 64 combinations, the system is already extremely deep.
What I hope (and expect) Intrepid to do is focus more on expanding the depth of existing archetypes (new augments, new questlines, horizontal systems) rather than adding new full classes post-launch.
And if they ever do add one—it should be with clear intent and stat tracking, like you mentioned (healer shortage? Add something support-oriented).
3. Raising Level Caps
Agreed—this is the most dangerous one. Level squishes, stat bloat, invalidating gear... we've all seen it.
The good news is Steven has said that they’re considering horizontal progression as a primary path post-launch. That could mean adding things like class mastery quests, skill augments, social progression, or even territory-based perks without having to increase the level cap.
It’s tricky, but it can be done if handled carefully.
4. Evergreen Systems
Couldn’t agree more. If they do add systems post-launch, they need to be meaningful and lasting—not expansion gimmicks that disappear a patch later.
5. New Races
Definitely a cool thing for the long-term future. Yeah, it takes dev time, but if the game is healthy, and tech like AI helps streamline some of that work—it could be a great way to keep things fresh without breaking balance.
Final Thought
What I love about Ashes is that, unlike many MMOs, it’s designed from the ground up to be dynamic. Zones rise and fall, economies shift, politics evolve.
That kind of system, if maintained properly, allows for long-term content growth without needing constant power resets or stat inflation.
Your concerns are totally valid, and the fact that you’re thinking this far ahead tells me you’re exactly the kind of player this game needs.


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