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  1. 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 Firran: Snowlion Harani: Leomorph Nuian: Horse 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. 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. 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. 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. 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. 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. 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! 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! 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. * 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. 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. 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!
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