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Guides, strategies, and information
The ship-based combat and ocean gameplay that defined the ArcheAge franchise, covering ship types from rowboats to galleons, the Kraken boss, and naval systems in Chronicles.
The 22-proficiency crafting system from the original ArcheAge, including farming, metalworking, commerce, and mastery progression.
Character creation in ArcheAge Chronicles lets players choose from six races across two alliances and deeply customize their appearance and combat build.
Exploration is a core pillar of ArcheAge Chronicles, featuring a seamless open world with no loading zones, traversable by land, sea, and air.
PvP in ArcheAge Chronicles has been restructured as a structured, opt-in system with large-scale arenas, battlegrounds, and guild battles, replacing the original's open-world territorial conquest.
ArcheAge Chronicles features race-specific mounts, ships for ocean travel, airships for fast transit, and a seamless world explorable by land, sea, and air.
Airships in ArcheAge Chronicles provide fast flying transportation between zones, connecting major population centers across continents.
Endgame content in ArcheAge Chronicles is PvE-focused, offering dungeons, world bosses, crafting mastery, trading, life skills, and server-wide events.
Life skills in ArcheAge Chronicles include farming, crafting, gathering, hunting, and trading, providing meaningful progression paths for non-combat players.
The major world boss encounters in the original ArcheAge, including the Kraken, Red Dragon, Leviathan, Delphinad Ghost Ship, and Anthalon.
The castle siege system from the original ArcheAge, where guilds fought over the four Auroria territories every four weeks.
The housing system across the ArcheAge franchise, from the original's contested open-world plots to Chronicles' channel-based neighborhoods with roommates, NPC housemates, and interactive decor.
The action-based combat system in ArcheAge Chronicles, featuring weapon-based combos, real-time dodging, parrying, and blocking, replacing the original's tab-target approach.
The glider system from ArcheAge, a unique aerial travel mechanic accounting for gravity, altitude, and duration.
The Labor Point system from the original ArcheAge that time-gated all economic activity and created a significant divide between free and paying players.
The player-run crime and justice system from ArcheAge, including jury trials, prison sentences, and the pirate faction.
The trade run and commerce system in ArcheAge, where players craft specialty packs and transport them across dangerous routes for profit.
The original ArcheAge's 12-skillset class system that allowed players to combine any three skillsets into 220 unique named classes.
Development timeline
Crafting and proficiencies
Character creation
Platforms and business model
Exploration
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