Glorious Alpha Two Testers!
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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 Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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: Constant / Excessive Jumping, and Mitigation
idk whats up with people trying to force others playing the way they think looks cool... just let people jump as much as they want ffs
You might as well bring the stuffertons in, neon bright pink dyes for armors and weapons, modern cosmetics. Let ppl do whatever they want.
Re: The Problem With Ashes of Creation Biomes and More

NW comes out. People yell from the rooftops about how cool it is that every tree is choppable. They yell at Intrepid after A1 only had certain trees choppable. Intrepid make a change in their design and now we can cut down all trees.
Now you can't really have "huge trees that create massive canopies", because cutting them down would directly influence the canopy and would also be a massive hit to the performance, because now instead of a static model (like a passive rock) it's gotta be an interactable thing with falling physics.
Desert nodes don't have any uniqueness to them and no proper integration into their surroundings, because neither of those things have been developed proper yet and they're just in their basic functional states.
There's not enough grass because optimization.
There's not enough unique looks to the POIs because we only have 3 node lvls, no proper weather-based progression and no story arcs (which are now called "M O D U L E S" btw) - all of which are meant to add some visual progression to the entire POI (see Story Arcs showcase around Carphin).
From what I've seen in some videos, Tropics have some kinds of underground caverns that are either icy or full of crystal structures. If that is not both "unique different tropics" and "high phantasy" (i.e. ice in the tropics) - I dunno what is.
Mob variety comes with future development and potentially both node progress and modules.
So now I come back to the gif at the start of this comment. This is still an Alpha. Yes, we're all tired of it being one. Yes, plans were for it to not be one by this point. Yes, delays. Yes, we still got years to go. Yes, it's all bad. No, there's nothing WE can do but wait. Yes, that waiting can come in the form of taking a break from closely following the development and just chilling in some other game (god knows there's fucking thousands of them).
Yes, I know this answer is pointless, overused and annoying. No, there's no better answer for this type of OP, unless you're willing to call devs hacks and scammers (which you, OP, are obviously not).

3
More Lawless Areas? or Just Flag/War/Red PK ?
Lawless Areas vs. Red PK
I know lawless is suppose to be limited to mainly the ocean, but is that what we want? Thoughts?
I’ve been thinking about the Lawless zone system versus the Red PK (flagging) system and wanted to throw some thoughts out there. I really believe there’s a place for both, and that each system brings different value to the game depending on how it’s implemented.
Why Lawless Areas Can Be a Good Thing:
They Give a Reason to Fight Over Spots
Lawless zones could (and should) include top-tier XP and or semi Top-tier loot spots. It adds value to the area and rewards PvP groups who can hold it. This also spreads out the leveling population — groups that don’t want to deal with PvP can choose safe, decent areas, while others can risk it for higher rewards.
Not Everyone Wants Ocean-Only PvP
The ocean content is solid and has a lot of potential, but land-based lawless zones would break up the monotony and offer more variety in PvP encounters — not just sea fights or scheduled wars and people with balls enough to attack back when you flag on them. Maybe even make some POIs/ Side Dungeons Lawless areas?
Spreads PvP Across the Map
Quick PvP Without Guild Politics (or YOLO Going Red)
Sometimes I just want to jump into a fight without declaring war or going red and risking my gear dropping on death. Lawless zones allow for quick action without dragging in your whole guild or committing to the full Red PK path.
The Downside of Lawless Zones:
Zerg Guilds and Gatekeeping
The biggest issue I see is zone-locking. A strong guild can roll in with a full raid group++ and hold down a zone indefinitely, denying content to smaller groups. This kills variety and creates PvP choke points that are more about numbers than skill.
(Current Red system allows zergs to do this too, so…?)
Red PK System – What It Tries to Solve:
The PK system is supposed to add consequences to random killing — it discourages griefing by making you think twice before going red. That’s a good thing in theory, especially for casual players or smaller groups.
But right now it’s not quite there:
Zergs go red without caring about the penalties.
XP debt doesn’t do anything yet.
It’s clunky if you’re just trying to contest a spot or pick a fight with someone out in the world.
I think we need both, and here’s why:
Lawless zones offer an open, risk-based PvP space where rare drops and top XP can be contested without worrying about gear dropping on death. These areas can be high-value, high-conflict zones that create good content organically.
The PK system should exist for personal grudges, high-stakes ganks, or flex PvP — but not be the only option to engage in open-world combat/contest spawns/mats
Ideas for Balance:
Keep a few lawless areas — especially in the ocean or at key choke points between nodes, and maybe certain POIs/side dungeons?
Consider scaling spawn value or adding diminishing returns for zerging lawless areas. Or something. (Death to zergs.)
Tune the PK system so going red is a real choice, not just a mild inconvenience.
Give high-value item drops (like Protector’s Pride or similar) a natural home in lawless zones — make them worth fighting for without needing a war declaration or flagging up red.
TL;DR
If the PK system were truly balanced and meaningful, maybe lawless zones wouldn’t be necessary — but right now, they add fun, risk, and variety to open-world PvP. We just need systems in place to avoid zone-locking and make sure smaller groups still have a shot.
Not being able to contest spawns like Protector’s Pride other then (do more dmg forehead) is very annoying when I know I can wipe the floor with the people "contesting", they are just multi-boxing and many of them XD . This is just an example of a high value item/mount that is not really contestable without going Red and risking gear dropping on death because it is not located within a lawless zone.... I would rather fight a group of 40 for a spawn then not be able to fight a multiboxing camper, at least the 40 players are killable and If I bring my own raid we can then fight over the spawn point without much risk but greater reward?
Currently flagging up on someone and hitting them, hoping they will attack back just isn't it either.
Would love to hear others’ thoughts — do you think lawless zones help or hurt the game overall?
Incase you have not read - https://ashesofcreation.wiki/Lawless_zones
I know lawless is suppose to be limited to mainly the ocean, but is that what we want? Thoughts?
I’ve been thinking about the Lawless zone system versus the Red PK (flagging) system and wanted to throw some thoughts out there. I really believe there’s a place for both, and that each system brings different value to the game depending on how it’s implemented.
Why Lawless Areas Can Be a Good Thing:
They Give a Reason to Fight Over Spots
Lawless zones could (and should) include top-tier XP and or semi Top-tier loot spots. It adds value to the area and rewards PvP groups who can hold it. This also spreads out the leveling population — groups that don’t want to deal with PvP can choose safe, decent areas, while others can risk it for higher rewards.
Not Everyone Wants Ocean-Only PvP
The ocean content is solid and has a lot of potential, but land-based lawless zones would break up the monotony and offer more variety in PvP encounters — not just sea fights or scheduled wars and people with balls enough to attack back when you flag on them. Maybe even make some POIs/ Side Dungeons Lawless areas?
Spreads PvP Across the Map
Quick PvP Without Guild Politics (or YOLO Going Red)
Sometimes I just want to jump into a fight without declaring war or going red and risking my gear dropping on death. Lawless zones allow for quick action without dragging in your whole guild or committing to the full Red PK path.
The Downside of Lawless Zones:
Zerg Guilds and Gatekeeping
The biggest issue I see is zone-locking. A strong guild can roll in with a full raid group++ and hold down a zone indefinitely, denying content to smaller groups. This kills variety and creates PvP choke points that are more about numbers than skill.
(Current Red system allows zergs to do this too, so…?)
Red PK System – What It Tries to Solve:
The PK system is supposed to add consequences to random killing — it discourages griefing by making you think twice before going red. That’s a good thing in theory, especially for casual players or smaller groups.
But right now it’s not quite there:
Zergs go red without caring about the penalties.
XP debt doesn’t do anything yet.
It’s clunky if you’re just trying to contest a spot or pick a fight with someone out in the world.
I think we need both, and here’s why:
Lawless zones offer an open, risk-based PvP space where rare drops and top XP can be contested without worrying about gear dropping on death. These areas can be high-value, high-conflict zones that create good content organically.
The PK system should exist for personal grudges, high-stakes ganks, or flex PvP — but not be the only option to engage in open-world combat/contest spawns/mats
Ideas for Balance:
Keep a few lawless areas — especially in the ocean or at key choke points between nodes, and maybe certain POIs/side dungeons?
Consider scaling spawn value or adding diminishing returns for zerging lawless areas. Or something. (Death to zergs.)
Tune the PK system so going red is a real choice, not just a mild inconvenience.
Give high-value item drops (like Protector’s Pride or similar) a natural home in lawless zones — make them worth fighting for without needing a war declaration or flagging up red.
TL;DR
If the PK system were truly balanced and meaningful, maybe lawless zones wouldn’t be necessary — but right now, they add fun, risk, and variety to open-world PvP. We just need systems in place to avoid zone-locking and make sure smaller groups still have a shot.
Not being able to contest spawns like Protector’s Pride other then (do more dmg forehead) is very annoying when I know I can wipe the floor with the people "contesting", they are just multi-boxing and many of them XD . This is just an example of a high value item/mount that is not really contestable without going Red and risking gear dropping on death because it is not located within a lawless zone.... I would rather fight a group of 40 for a spawn then not be able to fight a multiboxing camper, at least the 40 players are killable and If I bring my own raid we can then fight over the spawn point without much risk but greater reward?
Currently flagging up on someone and hitting them, hoping they will attack back just isn't it either.
Would love to hear others’ thoughts — do you think lawless zones help or hurt the game overall?
Incase you have not read - https://ashesofcreation.wiki/Lawless_zones

2
Re: Constant / Excessive Jumping, and Mitigation
What's up with people failing to grasp that to some, needless jumping around looks dumb, and they'd rather have this dumbness limited? We have a beautiful game world, beautifully looking characters, but if the character controls like mario then that's probably not great?idk whats up with people trying to force others playing the way they think looks cool... just let people jump as much as they want ffs
Who cares if you think it looks dumb?
If other people are having fun doing it, you have no say in the matter.
A great looking world is great - but the world only exists for people to have fun in. If people have fun jumping around, then not allowing that fun to happen is a waste of that great game world.
If seeing that is ruining your fun (and wow would that say a lot about you), then what you want to do is find a game that is aiming for realism. As a hint - anything with a fantasy setting probably isn't aiming for realism.
You can't look at this only from one side. Someone who enjoys jumping will support jumping. Someone who doesn’t like it will be against it. The answer should lie somewhere in the middle.
No one wants jumping to be removed completely, and no one wants to stop those who enjoy it from doing it. But if someone is visually bothered by it, you can’t force them to be okay with it and just accept it either.
It’s like if I, as a PvP player, said that I would prefer the penalty for PK (player killing) to be significantly lower or even non-existent. However, many people would complain that they only want PvE, not PvP.
The system was designed in a way to satisfy both sides to a certain degree. So jumping should work in a similar way — if you want to jump just for fun, you should be able to… but for example, jumping could slow down your movement speed.
That way, if you wanted to be efficient, you wouldn’t jump. This would limit jumping significantly without banning it completely for those who simply enjoy doing it for fun.
1
Intrepid... Devs.. Steven... Corruption needs to be addressed...
Please, dont make the heart of your community that will be on the Fresh Start and P3, which are the multiple Guilds suffer the PAIN of having to deal mob training as the most effective way of fighting over grind spots during our leveling rush....
Its terrible game design right now dropping 1-3 pieces of GEAR with the first corruption stack its just game breaking for people, and no one with a brain ever goes corrupt - the only times that your logs are recording people being corrupt and dropping gear is either by accident or in many cases due to BUGS that unintentionally flags people, and gets them corrupted making us lose hundreds of hours of progress over a bug...... whyyyyyy
this is just game breaking for your most dedicated testers... and the experience of doing World Bosses when they are not PvP zones and people are talking shit in chat while you can not do nothing about it its also extremely toxic
and I know what people might argue that this gives smaller/casual guilds a chance of doing the content but no, casual guilds do not have a chance of taking world bosses regardless if its a PvP zone or not, because its a DPS dispute and the most geared out guilds will still take them 99% of the time as P1 and P2 showed, so at the end of the day its mainly a PVE-only content for the top guilds that they can not even fight it out, we just try to out-dps each other its very boring...
what happened to the stories of hour-long bosses with guilds fighting each other to contest that steven used to talk about? man that would be AMAZING content....
Open world PvP over grind spots during leveling are also non-existing its mainly just a dispute of who has more patience to out-grief eachother pulling mobs and disrupting until someone gives up.... the meta is learning the best ways to train mobs and hoping the other group gets tired and leaves....
Please Intrepid, developers, Steven, we love the project, and we want to continue putting in thousands of hours to help you build the best game possible, but pls make it more enjoyable for us, consider a very BASIC change for the fresh start and P3 and tune down corruption, get world bosses to be PvP Zones and let your community have the fun PvX experience we are hoping for without all the frustrations mentioned above
@StevenSharif @Roshen
Its terrible game design right now dropping 1-3 pieces of GEAR with the first corruption stack its just game breaking for people, and no one with a brain ever goes corrupt - the only times that your logs are recording people being corrupt and dropping gear is either by accident or in many cases due to BUGS that unintentionally flags people, and gets them corrupted making us lose hundreds of hours of progress over a bug...... whyyyyyy
this is just game breaking for your most dedicated testers... and the experience of doing World Bosses when they are not PvP zones and people are talking shit in chat while you can not do nothing about it its also extremely toxic
and I know what people might argue that this gives smaller/casual guilds a chance of doing the content but no, casual guilds do not have a chance of taking world bosses regardless if its a PvP zone or not, because its a DPS dispute and the most geared out guilds will still take them 99% of the time as P1 and P2 showed, so at the end of the day its mainly a PVE-only content for the top guilds that they can not even fight it out, we just try to out-dps each other its very boring...
what happened to the stories of hour-long bosses with guilds fighting each other to contest that steven used to talk about? man that would be AMAZING content....
Open world PvP over grind spots during leveling are also non-existing its mainly just a dispute of who has more patience to out-grief eachother pulling mobs and disrupting until someone gives up.... the meta is learning the best ways to train mobs and hoping the other group gets tired and leaves....
Please Intrepid, developers, Steven, we love the project, and we want to continue putting in thousands of hours to help you build the best game possible, but pls make it more enjoyable for us, consider a very BASIC change for the fresh start and P3 and tune down corruption, get world bosses to be PvP Zones and let your community have the fun PvX experience we are hoping for without all the frustrations mentioned above
@StevenSharif @Roshen

4
Re: More Lawless Areas? or Just Flag/War/Red PK ?
PvE players constantly trying to change any game that designed for or with PvP in mind in basicly every game that comes along, god forbid a game isnt designed as them as the target audience.
PvP players constantly trying to change any game that designed for or with PvE in mind in basicly every game that comes along, god forbid a game isnt designed as them as the target audience.
Works both ways.
Ashes at its core is supposed to be as much about PvE as PvP. PvP is supposed to be a catalyst for change, but building is all about PvE.
There should be more to build than there is to change, as everything changed needs to first be built - thus Ashes should be PvE first, if we have to assume one comes before the other (I don't, I assume they are of equal importance, just pointing out that if Ashes is primarily one, it has to be the one that builds, not the one that changes).
The current state of the game is due to PvP players/posters whining, not PvE players/posters.
The notion in the OP - lawless areas with better rewards all around - will just result in those lawless areas being all about bringing as many people you can and demolishing said lawless areas. That is what any game like Ashes with that content will become.
Realistically, all that needs to be done is the threshold for dropping gear when killed while corrupt needs to be raised a small amount. If players know they can kill one or two players before they risk losing gear, those precious PvP players that don't want that risk should still be able to PvP.
Personally, I think they should stop being so precious, but that is just me. PvP players are such whiners.

2
Re: More Lawless Areas? or Just Flag/War/Red PK ?
I'm truly saddened by the fact that as time goes on, I expect we're going to see more and more push for Ashes to be more like this.
"I hate being right."
Every single datapoint I have from every single game that tries to appeal with features that aren't focused on PvP and then provides more 'Lawless Area' style gameplay is that everything goes to shit within 3... MAYBE 4 months.
Except Throne and Liberty, ofc, where you can watch the outcomes of their mistakes within a week or two since the playerbase is large enough to actually see the trends quickly.
So I'll offer the data from that one.
Adding a Lawless Area with a time limit, that was absolutely optional to go to even economically in most ways, plus an item that you could buy to recharge your time (started at 6h weekly) resulted in large guild/group domination of areas.
To put that in perspective, PvP players with 'too much time' literally spent economic progress (which they genuinely didn't make that much of after a while since the price of most easy drops from that zone tanked, as they also would in an Ashes-style economy, even faster) to just keep PvP-ing.
Whether their intent was to lock down the zones or not is not relevant. The explicit aim of giving the time limit was to do a sort of 'soft matchmaking'. Eventually the dominant groups would run out of time and leave, particularly if they were all 'having fun fighting each other' they would be more likely to leave at similar times. This did not happen. I feel that most L2 players could have told them this would not happen. They have since removed the ability to 'Buy more time', which adds a nice soft downward pressure on the problem, but the perceptive outcome lingers (less PvP-casuals willing to engage with the content).
Lawless zones in Ashes are exactly the equivalent of this, but with no real cost, and automatic economic progression that isn't subject to the drag that TL has built into it. I am 100% against the colossal design mistake of 'adding a rewarding Lawless area that is always accessible/always Lawless' in Ashes of Creation.
"I hate being right."
Every single datapoint I have from every single game that tries to appeal with features that aren't focused on PvP and then provides more 'Lawless Area' style gameplay is that everything goes to shit within 3... MAYBE 4 months.
Except Throne and Liberty, ofc, where you can watch the outcomes of their mistakes within a week or two since the playerbase is large enough to actually see the trends quickly.
So I'll offer the data from that one.
Adding a Lawless Area with a time limit, that was absolutely optional to go to even economically in most ways, plus an item that you could buy to recharge your time (started at 6h weekly) resulted in large guild/group domination of areas.
To put that in perspective, PvP players with 'too much time' literally spent economic progress (which they genuinely didn't make that much of after a while since the price of most easy drops from that zone tanked, as they also would in an Ashes-style economy, even faster) to just keep PvP-ing.
Whether their intent was to lock down the zones or not is not relevant. The explicit aim of giving the time limit was to do a sort of 'soft matchmaking'. Eventually the dominant groups would run out of time and leave, particularly if they were all 'having fun fighting each other' they would be more likely to leave at similar times. This did not happen. I feel that most L2 players could have told them this would not happen. They have since removed the ability to 'Buy more time', which adds a nice soft downward pressure on the problem, but the perceptive outcome lingers (less PvP-casuals willing to engage with the content).
Lawless zones in Ashes are exactly the equivalent of this, but with no real cost, and automatic economic progression that isn't subject to the drag that TL has built into it. I am 100% against the colossal design mistake of 'adding a rewarding Lawless area that is always accessible/always Lawless' in Ashes of Creation.

2
Alpha Two Update Notes 0.9.0 - Friday, April 25, 2025
These are the update notes for changes to the Alpha Two that went to testers on Friday, April 25, 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 0.9.0 - FRIDAY, APRIL 25, 2025
HIGHLIGHTS
POCKET DUNGEONS
NODES
NODE SIEGE
ENEMIES & NPCs
QUESTS, EVENTS & COMMISSIONS
ECONOMY & ARTISANSHIP
GENERAL
As a reminder, if you come across bugs during Alpha Two testing, please report them to us in-game using /bug
KNOWN ISSUES
- Treasure maps and faded treasure map pieces only drop for the Riverlands, regardless of where you get them
- Bloomed Maw and Lost Abyss pocket dungeons are too dark during night time on high and ultra settings
ALPHA TWO UPDATE NOTES 0.9.0 - FRIDAY, APRIL 25, 2025
HIGHLIGHTS
- Jundark is now available! This zone includes new gatherables, recipes, rewards, pocket dungeons, enemies, treasure maps, events, and mounts!
POCKET DUNGEONS
- Jundark pocket dungeons are now available! These are Kraken's Belly, Lost Abyss, Pools of Stench, The Bloomed Maw, The Hollow Oracle, The Murmuring Root, The Pit of Golgora, Verdance Ruins, and Web Well
- Stone Hold pocket dungeon will now unlock when Squall’s End Node reaches stage 1
- Communion pocket dungeon will now unlock when Squall’s End Node reaches stage 2
- Apothecarium Dreadmire pocket dungeon will now unlock when Djinna Node reaches stage 2
- The Gypsum Outpost pocket dungeon will now unlock when Djinna Node reaches stage 3
- Lighting has been updated in the following pocket dungeons: Apothecarium Dreadmire, Communion, Lost Hero's Sepulcher, Scarabsong Hollow, Snakebite Stash, Stone Hold, The Brood Pit, The Gypsum Outpost, The Prismarium, Vault of The Emigrant
- Multrok's Fall floor has been fixed so it will no longer flicker visually
NODES
- New Nodes have been added to the Turquoise Sea! Seahook, Windansea and Shorefoot can now advance to Node stage 3
- Turquoise Sea Buy Orders and Mayoral Commissions have been added to Seahook, Windansea and Shorefoot
- New Turquoise Sea Node Commodities have been added
- Korrin and Brinebarrel are part of the PvP lawless area
- Service building construction will now show character names for who contributed towards construction
- Made several UI improvements to Node menus
- Sunhaven Node - Fixed a collision bug with trees
- Djinna Node - Fixed a few visual bugs with buildings
NODE SIEGE
- Characters will no longer be at war with the opposing Node Siege team until the preparation phase for the event begins
- Mounts can no longer be summoned during active Node Sieges
- Siege gate health has been reduced by 10%
- Reduced lag caused by character ash loot piles
- Capture progress on control points can now be recovered by the team controlling this
- Teleports during Sieges are now more reliable
- Siege is now supported in Coastal Nodes
- Improved reliability of siege objectives spawning and despawning
- Siege Preparation phase duration has been reduced to 3 minutes
- Increased the wave respawn timer, so the maximum time is 45 seconds
ENEMIES & NPCs
- Tumok the Wretched’s patrol route has been adjusted, to prevent him from getting stuck in some places in the Riverlands
- More Node Guards will now use ranged attacks to hit targets they can’t hit with melee attacks
- Rafflesia enemies should now properly drop loot
QUESTS, EVENTS & COMMISSIONS
- Turquoise Sea kill commission rarity has been updated to reflect the challenge involved. Additionally, the commission locations that appear on the map will now display the correct location names
- Eyes in the Canopy event can now be completed
- Rotting Grotto commission text has been updated to have the correct names of the enemies required to complete this
- Scathing Severthorn event NPCs should stop spawning after this event is complete
ECONOMY & ARTISANSHIP
- Deconstructing Novice gear should now correctly give the correct Glintic Residuum for tempering, depending on what type of item you deconstruct
- Dun’mor Helm recipe has been fixed and is now available in the Armor Smithing station
- Treasure maps should no longer be able to be used as Enchanting scrolls
- Harvesting Seaweed now has a visual effect
GENERAL
- Lawless zones now provide a buff that gives bonus XP and luck
- Added material storage to Freeholds
- All open seas are now lawless PvP areas
- Added one new harbor in the Riverlands, and two new harbors in the Sandsquall Desert. The locations for these harbors have been added to the map
- Made improvements to how characters and mounts render in high density situations
- Fixed some holes in the world that characters could fall into
- Rogue Archetype has been added to Party and Raid Menu so people can set the color for them
- Map in the Turquoise Sea shows the zone of influence for each Node
- Visual improvements to the coastal water in several areas of the world
- Updated some icons

3
Re: Why Exclusive Flying Mounts Will Destroy a PvP-Driven Game Long Term
While I do think flying mounts overall are bad for any MMO with open world PvP , if they absolutely need to have them, just have it where you cant fly as a combatant and straight up lose the flying mount if they go corrupted enough. Bare minimum this would at least keep players from being able to do solo drop in ganks undeterred like in WoW BC and WotLK. Terrible gameplay.

1