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Valos

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  1. i would love to see you in our archeage guild. we are not strict so do not have any requirements other then join us on TS, be friendly and have manners. we are a friendly and open guild planning on doing abit of everything. check out the archeage topics on the forum. hit me on on the forums or hop on TS im usually around.


  2. http://archeagesource.com/topic/1553-archeage-craftable-item-enchantments-moonstones-initial/


     


    Improved and refined version of the previous post.

     

    All items can receive a single enchantment stone.

    The stones can be found as drops, extracted from existing gear, or crafted.

     

    The Following Stones can fit into any equipment.

    Basic stones color:

    Red: Strength

    Yellow: Dexterity

    Green: Stamina

    Blue: Intelligence

    Purple: Spirit

     

    Basic Stone Bonuses:

    Transparent: +1

    Dim/Faint: +2 

    Vivid: +3

    Brilliant: +4

    Shining: +5

    Colorful: +6

    Dazzling: +7

    Radiant: +8

    Ecstatic: +9

    Pure: random (sealed)

    Powerful: random (sealed)

     

    Improved Stones:

    Brilliant: Base Stat +3 (color as above) &  +1 to secondary Stat

    Glowing: Base Stat +3 (color as above) &  +2 to secondary Stat

    Gorgeous: Base Stat +5 (color as above) &  +1 to secondary Stat

    Dazzling: Base Stat +5 (color as above) &  +2 to secondary Stat

     

    Improved Stone Bonuses:

    Earth: +Stamina

    Air: +Dexterity

    Water: +Intelligence

    Life: +Spirit

     

    --So a Gorgeous Yellow Life stone would be +5 Dexterity / +1 Spirit

     

    Specific Stones:

     

    Head:

    - Broken Shadow: 1% reduced cast time

    - Solid Shadow: 1.5% reduced cast time

    - Enduring Shadow: 2% reduced cast time

    - Broken Shadow Droplet: +10 seconds underwater breathing

    - Solid Shadow Droplet: +20 seconds underwater breathing

    - Enduring Shadow Droplets: +30 seconds underwater breathing

    - Honorable Moon Shadow Serenity: +10% reduced casting delay

    - Glorious Moon Shadow Serenity: +20% reduced casting delay

    - Honorable Moon Shadow Intuition: +10% increased stealth detection range

    - Glorious Moon Shadow Intuition: +20% increased stealth detection range

     

    Chest:

    - Broken Shadow Animation: +1 Health Regeneration

    - Solid Shadow Animation: +2 Health Regeneration

    - Enduring Shadow Animation: +3 Health Regeneration

    - Broken Shadow Vigor: +1 Mana Regeneration

    - Solid Shadow Vigor: +2 Mana Regeneration

    - Enduring Shadow Vigor: +3 Mana Regeneration

    - Honorable Moon Shadow Warrior: +1% reduced damage taken

    - Glorious Moon Shadow Warrior: +2% reduced damage taken

    - Honorable Moon Shadow Blessing: +5% increased Healing

    - Glorious Moon Shadow Blessing: +10% increased Healing

     

    Hand:

    - Broken Shadow Blades: +1% melee crit rate

    - Solid Shadow Blades: +1.5% melee crit rate

    - Enduring Shadow Blades: +2% melee crit rate

    - Broken Shadow Arrows: +1% ranged crit rate

    - Solid Shadow Arrows: +1.5% ranged crit rate

    - Enduring Shadow Arrows: +2% ranged crit rate

    - Broken Shadow Glare: +1% magic crit rate

    - Solid Shadow Glare: +1.5% magic crit rate

    - Enduring Shadow Glare: +2% magic crit rate

    - Honorable Moon Shadow Serenity: +3% increased melee crit damage

    - Glorious Moon Shadow Serenity: +8% increased melee crit damage

    - Honorable Moon Shadow Serenity: +2% increased magic crit damage

    - Glorious Moon Shadow Serenity: +5% increased magic crit damage

    - Honorable Moon Shadow Serenity: +3% increased ranged crit damage

    - Glorious Moon Shadow Serenity: +8% increased ranged crit damage

     

    Foot:

    - Broken Moon Shadow Assassin: +1% move speed

    - Solid Moon Shadow Assassin: +3% move speed

    - Enduring Moon Shadow Assassin: +5% move speed

    - Broken Moon Shadow Waves: +4% swim speed

    - Solid Moon Shadow Waves: +8% swim speed

    - Enduring Moon Shadow Waves: +12% swim speed

    - Broken Moon Shadow Wildcat: +10% reduced falling damage

    - Solid Moon Shadow Wildcat: +20% reduced falling damage

     

    1H weapon:

    - Broken Moon Shadow Chaos: +2 melee damage

    - Solid Moon Shadow Chaos: +3.5 melee damage

    - Enduring Moon Shadow Chaos: +5 melee damage

    - Rugged Moon Shadow Chaos: +10 melee damage

    - Broken Moon Shadow Divinity: +2 spell damage

    - Solid Moon Shadow Divinity: +3.5 spell damage

    - Enduring Moon Shadow Divinity: +5 spell damage

    - Rugged Moon Shadow Divinity: +10 spell damage

    - Broken Moon Shadow Roar: +4% increased aggro

    - Solid Moon Shadow Roar: +8% increased aggro

    - Enduring Moon Shadow Roar: +12% increased aggro

     

    2H weapon:

    - Broken Moon Shadow Destruction: +3 melee damage

    - Solid Moon Shadow Destruction: +5 melee damage

    - Enduring Moon Shadow Destruction: +7.5 melee damage

    - Rugged Moon Shadow Destruction: +15 melee damage

    - Broken Moon Shadow Eternity: +3 spell damage

    - Solid Moon Shadow Eternity: +5 spell damage

    - Enduring Moon Shadow Eternity: +7.5 spell damage

    - Rugged Moon Shadow Eternity: +15 spell damage

     

    Ranged weapon:

    - Broken Moon Shadow Beam: +2 melee damage

    - Solid Moon Shadow Beam: +3.5 melee damage

    - Enduring Moon Shadow Beam: +5 melee damage

    - Rugged Moon Shadow Beam: +12 melee damage

     

    Shield:

    - Broken Moon Shadow Commitment: +67 Armor

    - Solid Moon Shadow Commitment: +131 Armor

    - Enduring Moon Shadow Commitment: +270 Armor

    - Broken Moon Shadow Scaled: +1% melee block chance

    - Solid Moon Shadow Scaled: +2% melee block chance

    - Broken Moon Shadow Barrier: +1% ranged block chance

    - Solid Moon Shadow Barrier: +2% ranged block chance

     

    =-=-=-=-=-=-=-=-

     

    The Recipes are hopeless without in game assistance,

    For instance one basic stone recipe uses;

    - 1x "Garden of Mysterious Powder"

    - 1x "Moonlight Oh Kiwoom Flour"

    - 1x "Moonlight Dew, light Catalyst"

    - 10 Labor

  3. ArcheAge is famous for a very huge and interesting crafting system. If you are tired of battles, sieges and dungeons the game offers you to relax building houses or crafting items. You can create a lot of beneficial things. Products of crafting are very helpful during the game. Want to build a ship? No problem, just get the resources.

    The general difference between crafting in ArcheAge and crafting in other MMO games is that AA allows players not only gather resources but also generate them. Player can plant a tree and gather apples from it later. That’s amazing.

    In most MMO games crafting is only about creating new gear and potions. In ArcheAge you can not only create small items but also build houses, castles, walls, big and small ships and so on. The greatest thing is that these objects are really useful in the game. For example a ship allows you to travel by the sea with your friends and explore underwater territory!

    Labor

    Each crafting action – mining, gathering, manufacturing and so on - requires Labor Points. The cost of action depends on the difficulty. If the action you want to perform is easy you will spend few points, but if the action is difficult you will most likely spend a lot of Labor.

    When your character has no labor he loses his ability to craft, gather and produce items. Labor Power pool is limited and can be restored. All you need to restore Labor is to wait. Non-premium player recovers 1 point every 5 minutes of play (288 per day). Premium account allows player to get 5 points every 5 minutes, even when he is not playing the game (1440 per day). You can see your Labor bar above the experience bar.

    Professions Alchemy.jpgAlchemy Alchemy is required to create potions that restore HP/Mana or add buffs, dyes, Lunadrops, Lunastones, Archeum Dust, and talismans. Cooking.jpgCooking Allows to craft different types of food that give temporary buffs or stat bonuses. Handicrafts.jpgHandicrafts Allows to create jewelry (rings, necklaces, earrings), chests for clothes, musical instruments for bards, parts for racing car and other items. Husbandry.jpgHusbandry Livestock related: butchering, milking, plucking, mount breeding. Farming.jpgFarming Allows to grow of crops and watering them, also allows to create shrub for planting. Vegetables and cereals created by farmers can be used in Cooking. Gathering.jpgGathering Gathering allows to gather different types of herbs and flowers for Alchemists. Machining.jpgMachining Machining allows to create different devices (tanks, gliders, tractors, parts for racing cars and tractors, submarines). This profession also allows to upgrade machines. Metalworking.jpgMetalworking Metalworking is required for smelting different ore into ingots. Also allows to craft heavy armor sets (plate armor) and diving suits. Printing.jpgPrinting Printing allows to create books and different scrolls for gear improvements. Masonry.jpgMasonry Masonry is required for producing different types of bricks out of stone. Also allows to craft Teleport Stone that allows to travel from one location within the island to another. Tailoring.jpgTailoring Allows to craft cloth and cloth armor from various textiles Leatherworking.jpgLeatherworking Allows to create leather armor out of leather. Weaponry.jpgWeaponry Weaponry allows to craft metal weapons (swords, daggers, axes etc), shields and explosives out of Ingots. Logging.jpgLogging Logging allows to gather logs for using in Carpentry. Carpentry.jpgCarpentry Carpentry allows to craft bows, staffs, furniture out of logs. Mining.jpgMining Mining allows to gather different ore and stone from nodes for Metalworking. Also allows to gather crystals (gems). Commerce.jpgCommerce Allows to create trade packs (commercial boxes) and sell the packs. Professions without Crafting Fishing.jpgFishing Fishing allows player to catch fish. The more you progress the better chance of catching big fish you have. Larceny.jpgLarceny Larceny allows your character to steal better. Composition.jpgComposition Composition allows to compose music. The more you advance the longer the music will be. Construction.jpgConstruction Construction allows to spend less Labor power when you build houses or ships.

    You may notice that some of the professions are better to level together than others. For example if you are going to focus on Metalworking you may want to level up Mining in order to have enough ore for ingots. An alchemist may want to benefit from Farming and so on. Anyway it’s difficult to get all you need for your professions without trading with other players. Especially for crafting high level items.

    Leveling Professions

    Each profession has 5 ranks (levels) defined in points. The maximum number of points is 50 000 for each profession. You earn points for every action of a definite profession. Here is a list of ranks:

    Points Rank/Level Novice 0 - 10 000 Apprentice 10 000 - 20 000 Journeyman 20 000 - 30 000 Expert 30 000 - 40 000 Master 40 000 - 50 000

    When you reach the required amount of points for advancing to the next level you will see up and down arrows next to the name of the profession. The “Up” arrow allow you to advance to the next rank if you wish. NOTE: you can’t level all professions in ArcheAge up to the highest possible level. There are restrictions. There are 21 professions right now and each player can advance up to 5 of them to Apprentice rank, from which 4 can be Journeyman rank, from which 3 can be Expert rank, and from which only 2 can be leveled to the Master rank.

    So the crafting cap for one character is: 2 Master rank professions, 1 Expert, 1 Journeyman and 1 Apprentice (5 in total). As you see a character will have to set focus on limited number of professions and can become Master only in 2 of them.

    Benefits from Leveling

     

    • When you level up a profession you decrease labor consumption for all actions within that profession. It’s a great way to spend less labor power.
    • Sometimes new rank will give you new possibilities / recipes. For example you may be allowed to collect higher level resources or to use higher level items for crafting.
    • Your chance to gather rare resource / or craft rare item increases.

     

    As you see there are many interesting professions. A character can become master only in 2 of them. That’s why trading and communication with other players is very important in ArcheAge.


    http://archeage.info/crafting


    http://archeage.gamepedia.com/Crafting

  4. archeage-fishing-boat.jpg?w=700&h=393My hobby within my hobby, fishing in ArcheAge breaks new ground in my MMO playing history; for the first time in forever, I’m enjoying this fishing stuff. It caught me by surprise. I’m not a big fan of mini-games, and I’m not particularly fond of cooking professions, but as it turns out, that’s not what fishing in ArcheAge is about at all. No, in ArcheAge, fishing is a fully fledged profession where you brave the dangerous oceans, seeking out bigger and bigger fish to turn in for cold, hard cash – that’s a fishing profession even I can get behind.

    Getting Your Feet Wet

    While the end goal is exciting, fishers in ArcheAge must start from humble, simpler beginnings. If you’re shy of grinding or light of pocket book turn back now, because there’s a long and pricey road between you and any semblance of profit. Fishing begins with what is colloquially (and accurately) known as “AFK-fishing”, a simple activity initiated by right clicking on the fishing ability and left clicking in water while having worms in your inventory. This initiates auto-cast mode, in which, external interference aside, your character will continually fish until your labor or worms are consumed. Worms, which are acquired by farming seed bundles or buying them from other players, are quite pricey; AFK-fishing will always result in a net financial loss. While disheartening given the thousands of worms you’re going to need simply to begin sport fishing effectively, it makes sense; if it were profitable, gold farmers and botters would have a field day.

    screenshot0111.jpg?w=700&h=384

    A beautiful shot of me throwing my money into the sea.

    AFK-fishing rewards players with basic fish of white, green, or blue quality, as determined by the fish’s species. Multiple fish of the same species can be combined to create Dawn Lake Light Essence, a reagent used in alchemy, with the quantity required to do so lessening as the quality of the fish rises. However, the market value of Dawn Lake Light Essence is not materially greater than the vendor price of the fish, so, given the tremendous burden hoarding fish puts on inventory space, most choose to simply vendor them for gold. Some species of fish are used to create chum buckets by the cooking profession; these are used when sport fishing to prep the waters. In addition to fish, lock boxes can also be acquired and usually contain Gilda Stars and Nui’s Tears (said to be removed when 1.0 hits), rare crafting reagents, or some pieces of gear. These boxes are rare enough that while their contents provide a nice bonus, over a long enough time-line they are not sufficient to make AFK-fishing profitable. During your early grind, you should pick up the fishing quest found in Ezna Harbor for Western players, or Lute Song Harbor for those on the Eastern faction. This quest chain will send you AFK-fishing through several zones and climates, rewarding you with a pair ofTreaded Wellingtons, which increase your fishing proficiency by 500 while equipped, and the titleDiscriminating Tastes, which provides you with another 100 proficiency while active.

    Big Game Fishing

    After a long and arduous grind, you’ll eventually be able to sail out in the ocean and begin sport fishing; this is where the money is made. Though it can be attempted earlier, I would personally recommend attaining at least 10,000 proficiency before attempting sport fishing, and grinding to 30,000 before getting too serious about it. The higher proficiencies and the better quality rods that come with them will make it both possible and quicker to catch the much more lucrative medium and large fish. Once captured, these fish can be turned in at a fish stand similarly to a trade-pack for gold. Here’s how it’s done.

    Find the Fish

    Unlike AFK-fishing, sport fishing can only be done by tracking down a school in the wild. On the sea, where sport fishing is most profitable, these locations are marked by flocks of seagulls circling above the area, which can either be seen from a distance, or tracked using the fishing ship’s radar.

    screenshot0104.jpg?w=700&h=384

    The radar is extremely helpful, but with the fishing ship’s costly construction materials, most will be doing it by sight for a long while.

    Incite the Fish

    Once you’ve found a school of fish, you’re going to need to induce a frenzy by chumming the waters; this is where the fish you caught earlier come in. For saltwater fishing, you can use cooking to craft Roosterfish, Sardines, Pike, and Mackerel into buckets of chopped fish from each of their respective varieties; each of these buckets can be used to lure a different type of saltwater sport fish. Dumping the correct bucket of fish into the school will allow you to begin sport fishing.

    Catch the Fish

    With a frenzy incited, you’re ready to begin fishing. Instead of worms, sport fishing requires pricier lures created by handicrafters out of rare materials. To begin, simply select the sport fishing ability, click in the frenzy with the targeting reticle, and you’ll cast your line. This begins a long channel during which a fish could bite at any moment, but it is possible (and probable at low proficiency) that you won’t get a bite.

    screenshot0110.jpg?w=700&h=384

    The waiting game.

    Once a fish spawns, you engage in a briskly paced mini-game as you attempt to wear its health down, ultimately securing its capture. The premise is simple; throughout the encounter, your nemefish will gain buffs with icons corresponding to abilities on your special action bar. Press the abilities when the buffs come up, and with a little bit of luck, the fish will be yours. A few tips:

    • Your fishing rod abilities can be rebound, which is much faster than trying to click and affords better camera maneuverability if you get a particularly rowdy fish. Under Key Settings: Game Keybinds, bind the keys labelled “Status-sensitive Shortcut Slot #XX” to whatever you’d like. This will affect the skills given by many items, such as gliders, portable harpoon cannons, ships, or a fishing rod.
    • The directional abilities control the fish’s ability to move, while the Reel In and Big Reel In abilities deal massive damage.
    • Once a fish is on the line, you’ll be able to move around without breaking the line. If a fish gets too far away or breaks line of sight, you can jump in the water to get back in the game.
    • As with anything in ArcheAge, sport fishing is best done in a group. Use the buddy system and stay safe. Do your net work socially.
    • Don’t get pirated. Pirates love fish.

    Liquidate the Fish

    You’ve caught a fish, and now you want to turn it into gold. Turning a fish in is easy – simply head to a nearby port, find a fish stand, and turn it in. Unlike trade-packs, sport fish prices are not dependent on the location of the turn in; you’ll make just as much money in a starter zone as you would on Freedich. Once there, cash in your fish, revel in your gold, and do it all over again.

    screenshot0132.jpg?w=700&h=384

    Turning this poor guy in before he does whatever the fish equivalent of drowning is. Let’s go with reverse drowning.

    The Deadliest Catch

    Well, those are the basics. The life of a fisherman in ArcheAge is exciting, with every outing offering a new opportunity for adventure. Will you narrowly escape the grasp of some filthy pirates, or will you hook the biggest, baddest fish in the sea and bring in over 100 gold? Even that payout will pale in comparison to the fishing contest, which, when enabled, will reward those who get the biggest fish during the weekly contest.


    http://errantpenman.com/2014/06/11/social-net-working-in-archeage-an-intro-guide-to-fishing/

  5. There are so many different ways to build your character in ArcheAge and so many different class combinations that you can use. Although many wonder what are some of the best builds, we’ve got a few samples of class combinations that work to take the pressure off of trial and error.
     
    There are some builds that naturally do not work, for instance, mage and melee builds - while novel, players are finding out it’s hard to gear for them and even harder to manage resources and the playstyle. Remember you have to buy each specific skill with skill points, so you don't have to factor in EVERY skill in a skill set.
     
    BUILD BASICS
     
    There are a few primary skill sets that sort of define your playstyle. Archery for using bows, Battlerage for melee DPS, Sorcery for ranged DPS, Defense for tanking, and Vitalism for healing. In any build, you should only take one of these skill sets.
     
    Then, you mix it up with something else. The second skill should be your support skills. So Shadowplay for DPS, for instance, gives you the ability to move around the battlefield easier with spring, stealth, and different leaps.
     
    The last skill should be Auramancy. It’s just too good not to take on most builds. Immunity, get out of stun, teleport, a pull, and a shield are all some of the aspects of Auramancy and they help a ton.
     
    Going through the motions, we just came up with pretty much the best build in the game for leveling - Battlerage, Auramancy, and Shadowplay. They all synergize so well and you’ll be more powerful for it. As I mentioned earlier, avoid some of the “crazier” builds like Archery, Sorcery, Battlerage since you won’t be able to use the vast majority of the skills and not taking some of the other skill sets will seriously hinder your ability to perform well.
     
    DAMAGE BUILDS / LEVELING BUILDS
     
    There are three builds for damage that I think work the best. Well, realistically, it’s more or less a formula.
     
    Battlerage + Shadowplay + Auramancy - Melee DPS
    Sorcery + Shadowplay + Occultism - Ranged Magical DPS
    Archery + Shadowplay + Auramancy - Archer
    These builds all involve Shadowplay which is critical if you’re going to do any damage. Auramancy is sort of like the non-damage support skills in normal games. Shadowplay allows you to get in close and control the battle. Occultism is the magical version of Auramancy, with pets and various ways to control the fight. You can replace Occultism with Songcraft, and the build will remain solid.
     
    TANKING BUILDS
     
    All tanking builds involve the Defense skill set.
     
    Defense + Auramancy + Vitalism - Default Tank
    Defense + Battlerage + Auramancy - DPS Tank
    Those two are your bread and butter tanking builds. I highly suggest while leveling to take Battlerage, just so you have some options on doing damage. Ultimately, anything that’s not ranged paired with Defense will make an excellent tank.
     
    HEALING BUILDS
     
    Healers should have Vitalism, Songcraft, and Auramancy. You can sacrifice one of these abilities and get Defense if you really want to be more tougher for PvP. You can’t level as a healer by doing quests, due to the lack of any offensive ability.
     
     
     
    Abolisher (Battlerage/ Defense/ Auramancy)
    Animist (Sorcery/ Shadowplay/ Vitalism)
    Arcane Hunter (Witchcraft/ Auramancy/ Archery)
    Arcanist (Witchcraft/ Auramancy/ Sorcery)
    Argent (Battlerage/ Auramancy/ Vitalism)
    Assassin (Witchcraft/ Shadowplay/ Vitalism)
    Athame (Witchcraft/ Songcraft/ Vitalism)
    Bastion (Defense/ Auramancy/ Archery)
    Battlemage (Defense/ Occultism/ Sorcery)
    Blackguard (Battlerage/ Occultism/ Vitalism)
    Blade Dancer (Battlerage/ Shadowplay/ Songcraft)
    Blighter (Battlerage/ Defense/ Shadowplay)
    Blood Arrow (Occultism/ Archery/ Vitalism)
    Bloodreaver (Battlerage/ Auramancy/ Occultism)
    Bloodthrall (Battlerage/ Songcraft/ Vitalism)
    Bonestalker (Battlerage/ Auramancy/ Archery)
    Boneweaver Auramancy/ Sorcery/ Vitalism)
    Cabalist (Witchcraft/ Defense/ Sorcery)
    Caretaker (Defense/ Songcraft/ Vitalism)
    Cavestalker (Witchcraft/ Defense/ Shadowplay)
    Chaotician (Witchcraft/ Defense/ Archery)
    Cleric (Auramancy/ Songcraft/ Vitalism)
    Confessor (Shadowplay/ Songcraft/ Vitalism)
    Crusader (Battlerage/ Defense/ Sorcery)
    Cultist (Occultism/ Sorcery/ Vitalism)
    Daggerspell (Witchcraft/ Sorcery/ Shadowplay)
    Dark Aegis (Defense/ Occultism/ Songcraft)
    Darkrunner (Battlerage/ Auramancy/ Shadowplay)
    Darkstring (Occultism/ Archery/ Sorcery)
    Dawncaller (Battlerage/ Defense/ Songcraft)
    Death Warden (Defense/ Shadowplay/ Vitalism)
    Deathgrim (Battlerage/ Witchcraft/ Occultism)
    Defiler (Witchcraft/ Defense/ Occultism)
    Demonologist (Witchcraft/ Occultism/ Sorcery)
    Dervish (Battlerage/ Witchcraft/ Vitalism)
    Spoiler: Dervish 
    Dirgeweaver (Battlerage/ Witchcraft/ Songcraft)
    Disperser (Auramancy/ Occultism/ Archery)
    Doombringer (Occultism/ Shadowplay/ Vitalism)
    Doomlord (Battlerage/ Defense/ Occultism)
    Dreadbow (Battlerage/ Occultism/ Archery)
    Dreadnaught (Defense/ Occultism/ Shadowplay)
    Dreambreaker (Witchcraft/ Defense/ Auramancy)
    Druid (Defense/ Archery/ Vitalism)
    Earthsinger (Defense/ Sorcery/ Songcraft)
    Ebon Druid (Battlerage/ Witchcraft/ Archery)
    Ebonsong (Archery/ Shadowplay/ Songcraft)
    Edgewalker (Auramancy/ Occultism/ Vitalism)
    Eidolon (Witchcraft/ Auramancy// Shadowplay)
    Elegist (Sorcery/ Shadowplay/ Songcraft)
    Enchantrix (Witchcraft Auramancy/ Songcraft)
    Enforcer (Battlerage/ Auramancy/ Sorcery)
    Enigmatist (Auramancy/ Sorcery/ Shadowplay)
    Enlightened (Battlerage/ Archery/ Songcraft)
    Evoker (Archery/ Sorcery/ Songcraft)
    Executioner (Battlerage/ Occultism/ Shadowplay)
    Exorcist (Auramancy/ Shadowplay/ Songcraft)
    Farslayer (Defense/ Archery/ Sorcery)
    Fiendhunter (Battlerage/ Archery/ Sorcery)
    Fleshshaper (Battlerage/ Sorcery/ Vitalism)
    Gravesinger (Occultism/ Archery/ Songcraft)
    Gypsy (Sorcery/ Songcraft/ Vitalism)
    Harbinger (Battlerage/ Witchcraft/ Sorcery)
    Hellweaver (Battlerage/ Sorcery/ Shadowplay)
    Herald (Battlerage/ Auramancy/ Songcraft)
    Hex Ranger (Witchcraft/ Archery/ Songcraft)
    Hex Warden (Battlerage/ Witchcraft/ Auramancy)
    Hexblade (Battlerage/ Witchcraft/ Defense)
    Hierophant (Witchcraft/ Auramancy/ Vitalism)
    Honorguard (Defense/ Archery/ Songcraft)
    Howler (Auramancy/ Archery/ Songcraft)
    Infiltrator (Archery/ Sorcery/ Shadowplay)
    Inquisitor (Battlerage/ Shadowplay/ Vitalism)
    Justicar (Defense/ Occultism/ Vitalism)
    Lamentor (Witchcraft/ Sorcery/ Songcraft)
    Liberator (Battlerage/ Defense/ Archery)
    Lorebreaker (Battlerage/ Occultism/ Songcraft)
    Naturalist (Witchcraft/ Archery/ Sorcery)
    Naturalist (Archery/ Sorcery/ Vitalism)
    Necromancer (Witchcraft/ Occultism/ Vitalism)
    Nightbearer (Defense/ Shadowplay/ Songcraft)
    Nightblade (Defense/ Auramancy/ Shadowplay)
    Nightcloak (Witchcraft/ Auramancy/ Occultism)
    Nightwitch (Witchcraft/ Shadowplay/ Songcraft)
    Nocturne (Occultism/ Shadowplay/ Songcraft)
    Oracle (Auramancy/ Archery/ Vitalism)
    Outrider (Battlerage/ Archery/ Shadowplay)
    Paladin (Battlerage/ Defense/ Vitalism)
    Phantasm (Auramancy/ Occultism/ Songcraft)
    Planeshifter (Auramancy/ Occultism/ Shadowplay)
    Poxbane (Witchcraft/ Defense/ Songcraft)
    Primeval (Auramancy/ Archery/ Shadowplay)
    Ranger (Archery/ Shadowplay/ Vitalism)
    Ravager (Battlerage/ Occultism/ Sorcery)
    Reaper (Occultism/ Sorcery/ Shadowplay)
    Requiem (Occultism/ Sorcery/ Songcraft)
    Revenant (Auramancy/ Occultism/ Sorcery)
    Scion (Defense/ Sorcery/ Vitalism)
    Shadehunter (Occultism/ Archery/ Shadowplay)
    Shadowbane (Witchcraft/ Defense/ Vitalism)
    Shadowblade (Battlerage/ Witchcraft/ Shadowplay)
    Shadowstriker (Witchcraft/ Occultism/ Archery)
    Shaman (Witchcraft/ Sorcery/ Vitalism)
    Shroudmaster (Witchcraft/ Occultism/ Shadowplay)
    Skullknight (Defense/ Auramancy/ Occultism)
    Soothsayer (Auramancy/ Shadowplay/ Vitalism)
    Sorrowsong (Occultism/ Songcraft/ Vitalism)
    Soulbow (Witchcraft/ Archery/ Vitalism)
    Soulsong (Archery/ Songcraft/ Vitalism)
    Spellsong (Auramancy/ Sorcery/ Songcraft)
    Spellsword (Battlerage/ Sorcery/ Songcraft)
    Stone Arrow (Defense/ Archery/ Shadowplay)
    Stormchaser (Auramancy/ Archery/ Sorcery)
    Swiftstone (Defense/ Sorcery/ Shadowplay)
    Templar (Defense/ Auramancy/ Vitalism)
    Thaumaturge (Defense/ Auramancy/ Sorcery)
    Tomb Ranger (Defense/ Occultism/ Archery)
    Tomb Warden (Defense/ Auramancy/ Songcraft)
    Tombcaller (Witchcraft/ Occultism/ Songcraft)
    Trickster (Witchcraft/ Archery/ Shadowplay)
    Warpriest (Battlerage/ Archery/ Vitalism)
     
     
     
     
    The 11 most common class combinations in Archeage
    10260001_10202248630037111_4368658733774



    If this is your first time playing Archeage, you will get confused with its own class system.



    It is not something like there are only tank,dealer,healer, and archer. 



    You will choose 3 out 10 classes, and there will be 120 combinations possibly , but 



    not all of 120 will be good to play generally 

    rolleyes.png



    I would like to talk about the most common combinations.










    10007487_10202258139114832_4309886260705

     


     



    Don't play warriors with bad ping ! 



    Warrior 1 

    Battlerage+shadowplay+defense 



    This one has high def against archers and warriors.


    It depends on your skills a lot. Not only you need to when to use skills, but


    you also need good positioning skill. 


    It is like knight. You got high def, but no mobility. 


    This class with one healer will rule the smaller pvp (something like 2vs5)


    Suggesting to party players







    10178144_10202258139274836_8953920131144

     




    Warrior 2 

    Battlerage+shadowplay+auramancy(will)


    This one has high mobility and anti cc skills. 


    You would want to kill opponents fast and run away because


    it doesn't have high defense. It is more likely similar to Ninja. 


    Use invisibility skill, get close the enemy, snap and run 


    Suggesting to soloing players







    10253946_10202258139234835_4159135130343



    Mage 1 

    Necromancy+sorcery+shadowplay


    This is the most balanced and popular mage.


    It is good at both of massive pvp and small pvp.


    Not like warriors, they don't really have surviving skills. 


    So, you got to learn when to attack if you don't want to be killed in 1~2 seconds. 


    I suggest to who wants to play mage. 





    10009305_10202258139594844_4437533177521

     


     



    Mage 2 


    sorcery + songcraft+ shadowplay



    It is a mage version of Ninja. 


    Because it requires high int, you will probably have low hp. 


    You can be killed by 1~2 skills, but this combination have incredibility dps. 


    Average hp in Archage will around 10k~12k 


    It can damage over 20k in a second. 


    I really suggest this to skillful players otherwise you will just get mad badly. 





    1659_10202258139714847_56568877085034202

     


    (OP vs OP lol)



    Mage 3 

    Necromancy+vitalism+auramancy



    It was OP in pre 1.0.


    I am not sure how Trion will include 1.0, but based on alpha version right now


    it will be one of OP combination. 


    You can kill one enemy for sure, and can kill even 2~3 people in pvp by yourself if you learn how to fight. 


    That is possible because it has good attacks + anti cc skills + survivability


    I won't suggest this combination since it will ruin Archeage pvp experiences. 


    (but I know you guys will choose this for sure T.T , you can choose defense instead of auramancy)






    1897827_10202258139874851_48660244882891

     



    Support 1 (bard)

    songcraft+defense+auramancy 



    If you love supporting, but not a healer, this is the best one for you.


    Songcraft buffs your entire party, and debuff one or two opponents so badly. 


    Auramancy and defense are for your survivability.


    They can be used to interrupt enemies also. 


    It is kinda easy to play, but you will fully need to understand pvp if you wanna play good. 


    I suggest this to people like to watch how my parties and enemies fight with some popcorn 

    biggrin.png






    971371_10202258139954853_682482959934039

     



    Healer 1 

    Vitalism+auramancy+witchcraft 



    If you have good armors and pvp skills, you will NOT die. 


    Yea, you will be immortal. 


    This combination has all kinds of anti cc skills, so no cc will be effective against to it.


    It is kinda a tank + a healer. 


    Because it has witchcraft, It is fun to play too. 


    I suggest this to all who believe in love 

    biggrin.png





    1491669_10202258140114857_28066752117776

     



    Mage 4 (caster)

    Sorcery + witchcraft + songcraft



    Sorcery with no shadowplay or necromancy is called a caster. 


    It is not really a common combination, but for equability reason, I included.


    It can damage enemies with high dps only if your parties are good.


    This combination will be a shining star with good parties in pvp because dps and dpm are high enough to kill anyone.


    Problem is that it doesn't have survivability. You can do nothing against most of cc. 


    So, if you are a solo player or don't have good friends, I would never suggest this. 







    10247209_10202258140234860_3271275106098

     


     



    Tank 1 

    Necromancy+defense+auramancy 



    When you see this combination and you are an archer, just run away haha.


    It is one of famous tank combinations. 


    Necromancy+defense+auramancy will be used to attack and interrupt enemies. 


    Also, you will survive for most of time in pvp because you have both defense and auramancy. 


    I suggest this to who Archeage is your first time and don't want to be killed easily.


    (just spam the first skill in necromancy, you will be fine)








    10153868_10202258140434865_2717044592802

     



    Don't play Archer with bad ping !



    Archer 1 

    Archery + shadowplay + auramancy 



    It is an archer with high mobility and high anti cc, but has low def.


    It requires high pvp skill compared to Archer 2 , but it is really fun to play.


    Archers are essential in pvp at sea. 


    So, if you are going to be a pirate, it is a good combination.


    One thing you should know about archers is that you need good armors and weapons.


    Damage of an archer per minute highly depends on your gears. 


    In other means, you become super strong with good gears, but if not, you are weak as ... uhh meat ?


    I suggest this to who loves fast pvp. 






    1888465_10202258140514867_29524518543665


    Archer 2 

    Archery + shadowplay + defense



    Last but not least.


    Archer with defense is kinda OP, but I wouldn't say it because


    it can be killed by mages easily. 


    It will win 80% against archers, and 50% against warriors with no defense.


    It is lacking mobility, but it has high defense against melee and archers with high survivability


    I suggest this to who plays archer for first time in Archeage.

     Thank you for reading 

  6. housing_952x414.jpg

    As a companion to the Exploring ArcheAge livestream series, we’d also like to introduce ArcheAge Feature Guides that dive into the topics covered on the livestream in higher detail. In this week’s Feature Guide, we take a closer look at the ins and outs of the land ownership and housing system, including how land is claimed, how farms and houses can be used, and how it’s kept.

     

     

    Player Housing and Farms

    In ArcheAge, players have the opportunity to actually own property located out in the game world. Houses and farms are not instanced, meaning they are visible to anyone passing by; they have a real location, like “across the road from Windshade Village” or “on the south coast of Villanelle”. Choosing where to live involves weighing your access to conveniences, climates, pleasing environments, and availability of land. Keep reading to hear what you can expect out of land ownership in the game.

    Types of Property

    Farms

    There are two sizes of farm: 8×8 meters and 16×16 meters. These come from a set of farming quests offered very early in the game by the Blue Salt Brotherhood.

    Once placed, farms have a single step of construction where you provide wood for the scarecrow in the center. This step is an important one! When a farm is first placed, the land is claimed by your character, but anyone can still plant or harvest from it. Building the scarecrow is what allows you to lock the farm’s access to you.

    A more advanced type of farm is the Aquafarm. This is a 16×16 farm that can only be placed underwater in specified areas, usually near the coastline. Aquafarms have a central air supply rather than a scarecrow, which allows you to refill your breath and stay underwater longer. This type of farm allows for the cultivation of corals, kelps, and shells that you can’t otherwise grow.

    Houses

    Houses come in a variety of pre-made designs that fit into the following categories:

    • Small: 16×16 meters
    • Farmhouse: 24×24 meters (a small house on a medium plot of land)
    • Medium: 24×24 meters
    • Large: 28×28 meters
    • Mansion: 44×44 meters

    These dimensions refer to the actual footprint of land around the house, which is protected and can be used to grow plants and livestock just like a farm. The house sitting in that footprint may have more or less interior space, even within the same size category!

    Houses are bought as deeds on Mirage Isle where one can take a tour through life-sized demo houses for each layout, see mini models of the different color and material options available for each type of house, and see deed details like the amount and type of resources needed to actually build the house once placed.

     

    ScreenShot0001.jpg

     

    A variety of appearance options for the same house type displayed for purchase on Mirage Isle.

     

    Claiming Land, aka Placing Property

    The act of claiming a piece of land is often referred to as “placing” a house or farm.

    Throughout all of the lands of ArcheAge, there are designated areas where housing and farms can be placed. These housing areas may have restrictions on the size or type of property that can go there, such as only small farms or only medium or larger homes, aka Luxury Housing. You’ll see some of these indicated by icons on the map, but just as many are unmarked, to be found by enterprising explorers.

     

    AA_HousingArea_01c.jpg

     

    A player housing area with houses both complete and in-progress.

     

    There are many factors that determine how desirable a particular housing area is, and different players will have different priorities!

    • Housing areas are available in protected zones, zones that have occasional wartime periods, and open PvP lands.
    • Some housing areas have a small “community center” with some combination of water well, farming seed vendors, basic crafting stations, auctioneers, mail and warehouse NPCs, or Mirage Island portals.
    • Regional Specialties, the crafts used in trade routes, can only be made at specified crafting stations. There are typically two of these per zone, located at different housing areas.
    • Ocean access is often a priority for loading merchant ships.
    • A zone’s climate (temperate, tropical, arid, etc) impacts growth of different crops; plants have a preferred climate.
    • Naturally appearing resources vary widely between zones.
    • Visual appeal. Many people have a preference in what they want the area around their land to look like.
    • In a nutshell: location, location, location!

     

    ScreenShot0067.jpg

     

    A patio with a view.

     

    Once you’ve found the perfect spot, right clicking the deed in your inventory puts you into placement mode. At your cursor will be a full size representation of the completed property and the borders of its footprint, which will highlight as red until you’ve fit it into a valid placement location. In this mode you will also see vertical posts that designate the border of a housing area. There’s a grid system that determines the facing of the square property footprint, but once you’ve clicked to select the location of the property, you can rotate the house or scarecrow within that square however you wish.

     

    ScreenShot0005.jpg ScreenShot0006.jpg

     

    Left: House placement blocked. Right: House placement allowed!

     

    Of course, having an “address” means the tax system can find you! As soon as you place a property, you’ll owe the first and second week’s taxes. More on those later.

    Under Construction: Building Your Dream Home

    Farms have a very simple construction phase: a few boards for the small one, a single pack of lumber for the large. Houses get more complex, with different materials required in a specific order and multiple construction stages.

    Building materials are measured in “packs”, which is a backpack of 100 refined materials (lumber from logs, stone bricks from raw stone, ingots from iron ore, etc.). A player can carry a single backpack at any given time, and the act of carrying one restricts your movement speed and ability to teleport or glide. In the case of larger house build projects, you might want to bring some friends! Anyone can bring a pack to a home under construction and add to the progress if they so choose.

    ScreenShot0070_crop.jpg

     

    House building UI showing the order and type of resource packs required for construction.
    This house requires 10 stone packs, 5 iron ingot packs, and 5 lumber packs.

     

    Check the deed for the specific floorplan-which can be moused over on Mirage Isle-to see the materials required for that house. Even within the same floorplan, individual deeds will require the same total number of packs, but might have different amounts of each type based on the materials used for the home’s exterior; the mostly-wood version of a house will require more wood and less stone, but the mostly-stone version is opposite.

    While the deed to the house or farm is returned to you in the event that you demolish the structure or fail to pay taxes for two weeks, the materials used in construction are not.

    The Cost of Ownership

    Property taxes are due weekly and are paid in advance. The bill is received and paid through the in-game mail system, so you can pay your balance from almost anywhere!

    Taxes start out fairly small, but increase exponentially with larger house sizes and ownership of more than three properties. Medium and larger homes really are “luxury” housing; you’d best make sure you can afford the upkeep if you want to build one!

    Should you fail to pay your taxes for a week, you’ll owe a late payment penalty but your property will remain safe. If you fail to pay them for 2 weeks in a row, the house will go unprotected and eventually disappear, perhaps quite rapidly with a little “help” from someone looking to take over the location!

    If you’re looking to get rid of a property in a more profitable manner, ArcheAge offers a secure house sale system. You set the price and whether the sale is intended for a specific buyer (as in a pre-arranged sale) or offered to anyone passing by.

    Furnishings and Features

    A wide variety of furnishings can be used to decorate or customize your space. Some are placed outdoors, like planters or fences. Other items, like chairs or bookshelves, can only be placed inside of a house. Furniture, art pieces, lighting, decorative plants… there’s a lot to choose from!

     

    ScreenShot0066.jpg

     

    Player-arranged furnishings in a house.

     

    Furniture can be crafted and sold among players, or bought from the demo homes on Mirage Isle. Some decorative items are found as random drops in the world. Farms and houses both have a limit on the number of decorative items they can hold based on the size of the property.

    A house can contain a maximum of two storage chests. Chests come in different sizes (number of storage slots) and can also be crafted or purchased.

    Regal Workstations are crafting stations required for higher-level recipes. These can be purchased and placed in your home. Some additional furnishings provide a bonus to specific crafting skills when they’re placed in a house and you use a crafting workstation there.

    A home’s fireplace is not just decorative; when lit, it can be used as a cooking workstation, or entered into a player’s list of teleport locations for easy return trips.

    Houses and farms offer a few different access levels. They default to private, owner-only access, but through the house information menu you can set this to members of your family, members of your guild, or the general public. This allows them to plant, tend, and harvest crops, open doors and windows, and use crafting stations or other general installations. Only the owner can pick up furnishings at any access level.

    Unusual Structures

    For those players living in more remote housing areas, Mirage Isle sells plans for player-built and owned versions of several basic crafting stations. These are placed in housing areas and owned by an individual, just like other properties, though the footprint is smaller and the taxes lower.

     

    ScreenShot0068.jpg

     

    Marine Housing makes the ocean your back yard… literally!

     

    An update to ArcheAge brought a new type of house; Marine Housing. These tropics-themed homes are placed in marine housing areas of relatively shallow water, and combine easy access to ocean-based content along with the benefit of aquafarming at the base of the house’s stilts. They also make great vacation homes!


    http://www.archeagegame.com/en/news/2014/04/archeage-feature-guide-housing-and-farms/?request_locale=en

  7. AA_POSE_MarianopleApproach_Carriage_01a_

    The world of ArcheAge is vast and seamless, with a huge range of landscapes from arid deserts to tropical shores to forbidding mountain peaks. In keeping with the theme of choosing one’s own path, there are also a variety of transportation options throughout the lands – both player-controlled and automated.

     

     

    MOUNTS

    Your first mount will likely come from one of the early quests in the game, but those and others are also available from various merchants or as rare rewards. Mounts are generally obtained as babies, and you’ll need to raise and care for them until they grow into a suitable companion!

    Once grown to an adult, mounts can be summoned into the world. They act like a separate character, in that they have their own health bar, stats, experience amount and level, slots for equipment, and collision. You can ride your mount or have them follow you as you run around; mounts also have different abilities that are gained as they level and can be used while you’re riding. They will also be attacked by hostile NPCs – or hostile players – bent on disabling your means of escape!

    Mounts can be named, and will display this name over their head when rider-less. Target your mount when summoned and right click their health bar to rename them.

    Some mounts, namely the horses, elk, and snowlions, have the ability to carry more than one character. The owner acts as the main rider and controls the mount, while another member of their faction can mount up behind and be transported. This is especially handy for moving trade packs. The mount’s owner can dismount passengers at any time.

    Each playable race has a different racial mount type, offered in three color options during an early mount-raising quest line in the starting zones.

    Elf: Elk

     

    baby_elk.jpg adult_elk.jpg

     

    Firran: Snowlion

     

    baby_snowlion.jpg adult_snowlion.jpg

     

    Harani: Leomorph

     

    baby_leomorph.jpg adult_leomorph.jpg

     

    Nuian: Horse

     

    baby_horse.jpg adult_horse.jpg

     

    Your mount will gain experience as it travels and when it is summoned (and alive!) during combat where you defeat experience-granting mobs. Higher level means more health and mana, as well as unlocking mounted abilities and access to sturdier mount armor. Armor gives your mount additional protection and is visible to others when equipped. Basic armor can be purchased from stables, but there are special sets that can be obtained as drops or during events.

     

    pet_armor.jpg

     

    If your mount is defeated, it will enter an injured state and collapse. It’s possible for you to encourage it to get up, but your mounted speed will be reduced by 30% until the mount is healed. Mounts will not gain experience while injured.

    Stablemasters in many villages will offer to heal your injured mount for a fee. You can also carry mount recovery potions to treat your companion in the field.

    GLIDERS

    Gliders are a unique take on flying mounts that allow you to control your character in the air while also taking into account gravity, height, duration of flight, and potential obstacles in your path. Gliders will always tend to, well, glide down; different models have more or less time and ability to stay aloft.

    Gliders are equipped to your character’s back in the same slot a trade or resource pack would occupy, thus preventing you from gliding while also carrying a heavy load!

    The basic glider is offered through an early quest line and can be upgraded through the crafting system at various levels. There are multiple different glider models, including one dropped by the legendary Kraken.

    Every glider has a set of ratings in these basic stats:
    • Flight Speed: Speed of forward movement.
    • Gliding Ability: How quickly it loses altitude.
    • Turning Speed: How quickly (and thus sharply) it can turn.
    • Descent Speed: Does it start out fast or take time to build up speed?

    In addition, gliders can have a combination of special abilities such as an upward boost to quickly gain altitude, the ability to drop explosives on targets below, self-destruction, quick side-rolls, etc.

    BOATS

    The oceans in ArcheAge are expansive, with numerous mapped and unmapped islands and points of interest to discover. Travel on the high seas can be both dangerous and rewarding, and the game provides a range of ships with unique features – as well as strengths and weaknesses – to get you out on the water.

    Rowboat

    The rowboat is provided during early-level quests to every character. This two-seat craft is slow and doesn’t have a lot of frills other than a light at the bow; it’ll get you there in a pinch, but leaves you very vulnerable to attack from both players and monsters if you stray too far from the coast.

     

    rowboat.jpg

     

    Clippers: Harpoon Clipper and Adventure Clipper

    The trimaran is commonly referred to as the “speedboat,” being small, fast, and highly maneuverable. This inexpensive adventuring boat provides a great introduction to the range of ocean content available in the game. There are two versions of the Clipper; both share the same design and movement abilities.

     

    harpoon_clipper.jpg

     

    The Adventure Clipper is a well-rounded explorer’s boat; it comes with an underwater breathing apparatus and a side-mounted cannon which can be manned by a passenger. The ability to open or return fire will come in handy in a tight spot, and the Clipper’s maneuverability means it can get more than a few hits in against a larger, slower boat.

    The Harpoon Clipper comes outfitted with two underwater breathing devices, a portable harpoon cannon which can be wielded by a passenger, and a front-mounted large harpoon which can be manned by a passenger. Harpoons come in handy for latching on to other ships, as when using the Clipper to chase down high value targets for boarding ….

    Captain Abilities:
    • Captain’s Intuition: Greatly increases the Ranged Attack Evasion of the person at the helm.

    Merchant Ship

    Long, low, and fast, the merchant’s ship is a two-masted speed machine for bulk transport of resource and trade packs across the seas. Twenty packs can be stored in the crates on deck, two cannoneers can man the cannons mounted left and right mid-ship, and a spotter can be posted on the bow telescope to monitor the area for incoming boats. At full speed and closing head-on, it might not be much warning, though! Two underwater breathing devices are provided, perhaps in case you drop something overboard.

     

    merchant_ship.jpg

     

    Despite its speed, this workhorse is not particularly maneuverable, and a fully loaded merchant ship is the juiciest prize on the seas. Bring defenders!

    Captain Abilities:
    • Captain’s Intuition: Greatly increases the Ranged Attack Evasion of the person at the helm.
    • Quick Turn: Temporarily increases the turning ability of the boat.

    Warships: Eznan Cutter and Lutesong Junk

    Warships are the height of naval power and the pride of their respective factions. These large, powerful ships pack heavy firepower, can take a beating, and provide a base for smaller, faster strike teams. The two types of warship have distinctive appearances themed after the two continents’ heritage, though they can be piloted by members of either faction. The features and functionality are the same on both ships.

     

    eznan_cutter.jpg lutesong_junk.jpg

     

    Warships are slow to move and slow to turn. On the flip side, they can laugh off all but the nastiest of sea creatures, and probably most solo small boats they come across. Warships are at their best when manned by a good-sized crew, as they come with multiple features:
    • A portable harpoon gun on the rear deck can be equipped by a crewmember.
    • Large light sources at the rear of the ship keep the captain’s area illuminated.
    • Eight cannons, four per side, stand ready to rain destruction on your targets.
    • Four storage chests suited for trade or resource packs.
    • A mid-ship or crow’s nest compass with intermediate range gives you a good overview of forces in your area.
    • Extendable planks on either side are not just for walking; you can launch yourself and your glider from these as they “open,” and they make good landing pads as well.
    • Below the deck, six underwater breathing devices support treasure hunting (or stealth operations – you decide!).

    Captain Abilities:
    • Captain’s Intuition: Greatly increases the Ranged Attack Evasion of the person at the helm.
    • Quick Turn: Temporarily increases the turning ability of the boat.
    • Ship Charge: Temporarily increases forward movement speed.
    • Turbulence: Pulses knock gliders out of the air within 50 meters of the ship.

    The Black Pearl

    There are those who will swear that a third type of warship lurks offshore, one whose plans are never sold by a reputable shipwright. No, the designs for this ship are a secret, carried separately in many small pieces, and it can only be built after all of them have been assembled. The sightings report it is shaped much like the usual warship, but modified for increased speed and storage.

     

    black_pearl.jpg

     

    Her dark sails unmistakable, her purpose obvious, the Black Pearl is legend and nightmare combined.

    Fishing Boat

    The fishing boat is a specialized craft for sport fishing. While it has some common features like a front-mounted harpoon and storage crates, its real strength is the central compartment that can hold several large fish, along with two rear hooks to carry extra-large specimens. This boat also comes equipped with sonar to detect large fish schools within range. If the goal of your seafaring is advanced fishing, this is your ride!

     

    fishing_boat.jpg

     

    Building and Summoning Your Boat

    All boats follow a similar path for creation. You first need to buy or acquire the plans and appropriate materials to build a drydock on open water. Once built, a drydock will last only three days, so be sure you can provide the rest of the boat-building materials in time! Bring resource packs to the drydock in the order required (based on type of ship you’re building) to progress construction. Once complete, the boat will be launched, and you will be able to summon and de-summon it from a deed in your inventory.

    Having a boat summoned will greatly increase your logout timer, so it’s a good idea to manually de-summon them before logging out. They will also be automatically de-summoned if you move too far away. Enemies can take over the steering of your boat, but ownership will remain yours; they cannot de-summon it to their inventory.

    Custom Sails

    The design that appears on a boat’s sails can be customized as part of the user-created content system. This can be guild crests or personally designed images that you upload to the game!

    GROUND TRANSPORT

    Farm Wagon

    The Farm Wagon is a crafted land vehicle that acts as a summoned object, similar to a boat. While slower than a mount, it provides a couple of useful benefits. As a farm utility, it can be used to bulk-water planted crops with the sprayer on the front end. Perhaps more useful to some are the four storage crates that can carry trade or resource packs on the back of the cart. These allow a single player to drastically increase the efficiency of their land trade routes, though you may want to bring guards for more dangerous areas!

     

    farm_cart.jpg

     

    Vehicles

    These high-end, mid-tech roadsters require significant investment to build and maintain. Accidents* are common and safety features are lacking in these high-speed wood and metal contraptions, but it’s hard to beat their style while also being able to transport two trade or resource packs in the storage compartment.

     

    cars.jpg

     

    * Warning: Traffic codes do not exist in ArcheAge.

    WORLDGATES

    Players also have the ability to quickly travel between memorized locations using reagents known as Hereafter Stones. As you travel through Nuia and Haranya, you’ll come across large registers in towns called Memory Tomes. Just coming close to one will record its location in a book provided to every character at creation. Interacting with a Memory Tome will set it as your recall point, which you can return to any time with your Recall ability.

     

    player_worldgate.jpg

     

    Opening a Worldgate to a location saved in your teleport book is as simple as opening the book, selecting the specific location you wish to travel to, and clicking the green portal icon at the bottom right. A Hereafter Stone will be consumed if traveling within your continent, or a Refined Hereafter Stone if the travel is cross-continental, and a worldgate will be summoned in front of your character. Run toward and jump (literally, jump!) into the gate to teleport.

    Worldgates are one-way from the location of the summoner. They can be used by anyone, however, including people not grouped with you. They last only a short while, so make sure you’re ready to go when one is created! You’ll see the name of the summoner and the destination zone above the worldgate as an overhead name.

    In addition to the designated Memory Tome locations in the game, you can also add the location of player-built houses to your teleport book by using the house’s fireplace. Buy Memory Ink from a general merchant and bring it to the house whose location you wish to memorize. Light the fireplace and use the memorization option to add the house’s location to your teleport book! You can now return there at any time using Worldgates and Hereafter Stones just like other Memory Tome locations.

    AUTOMATED TRANSPORT ROUTES

    Most transportation in ArcheAge is player-driven, but there are systems for limited air and land transport along automatic routes that one can catch at designated stations.

    Carriages

    Carriages run back-and-forth routes between two Carriage Stations. These often cross zone boundaries and are used as transport between zones. You can jump on and off carriages at any time, and they also offer four bench seats that will help secure your character (and any pack cargo you might have) to the carriage. Carriage Stations at either end of the route offer a telescope that lets you view approaching carriages from a sizeable distance.

     

    carriage.jpg

     

    Airships

    Airships fly between two designated Airship Towers. These tend to be routes that cut significant time off of ground travel, but may require waiting at the tower for the airship to arrive. Once on board, you can also jump off of an airship mid-route, but gliders are recommended; these machines fly high above the ground! You should also exercise caution while riding airships unattended; watch out for shady characters hoping to isolate a target or push unaware travelers over the railings!

     

    airship.jpg
     
  8. we will do the planetside 2 squad contest.


     


    it will be planned for the next ps2 op night. each member that wants to enter post here with ingame name. each contestant will get their own squad and have to have the most players by the end. time frame i am thinking will be a hour (open to suggestions). at the end the squad with the most wins.


     


    bonus points awarded to people you get on TS and people you get to sign up


     


    anyone who wants to volunteer to help monitor the contest also post that you want to.


     


    3 tier winnings


    first place- $50 on steam games, a ps2 title if possible/AP


    second place- $20 on steam games


    third place - $10 on steam games


     


    any questions, or suggestions please post.


    o7


  9. we need to vote on a common game to play for the tournament. as for the reward i was thinking of either games or something. but need to find out a common game for everyone


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