Amber Road Online is a free 3D browser MMORPG of trade runs, caravans and raids, inspired by Silkroad Online's job war. This is the whole game on one page: the roads and what they pay, the three jobs and where they may fight, raids, every class and skill, pets, the forge, the questline, the foes and the world. The numbers are the game's own, read from its files when this page was built.
Trade runs
Each market sells its own goods and buys everyone else's, and only Traders buy. A trade run is buying a load where
it is made, carrying it on your pet down a road of your choosing, and selling it at another market for more.
Good
Sold at
Tier
Price
Grain & Cabbage
Aldmere
1
30 g
Aldmere Ale
Aldmere
1
40 g
Coal
Aldmere
2
70 g
Iron Tools
Aldmere
3
120 g
Glade Honey
Sylvaran
1
30 g
Moonpetal Herbs
Sylvaran
1
40 g
Moonwater
Sylvaran
2
75 g
Crystals
Sylvaran
3
130 g
Road Salt
Crossroads
1
30 g
Hill Wool
Crossroads
1
40 g
Tanned Hides
Crossroads
2
70 g
Road Spice
Crossroads
3
120 g
The road you take
What a load sells for depends on the road it came by. From Aldmere to Crossroads:
The Amber Road: 2 times the price. Contested: anyone may attack.
The Old Road: 1.65 times the price. Safer, longer, pays less.
Stars
The more a load cost, the more stars it carries, and the more it sells for.
★ any load
★★ a load that cost 300 g or more, and it sells for 5 % more
★★★ a load that cost 700 g or more, and it sells for 10 % more
★★★★ a load that cost 1,500 g or more, and it sells for 15 % more
★★★★★ a load that cost 3,000 g or more, and it sells for 25 % more
A load of ★★★ or more shows on Raiders' maps. Every unit you sell lowers that market's price
for the good by 3 %, down to 50 % of its price, and prices recover within
60 minutes.
Jobs: Trader, Warden and Raider
Your job is your side, and you can change it at the job desk in town.
Trader
Buy, load, haul, sell. The road pays whoever gets the load home. Earns gold on every sale.
Cut loose: Mounted: drops half of what's left on the road and the pet sprints at 10 m/s for 30 s. Again until the load is ★.
Mend: On foot: 3 s standing still beside the pet, then it regains 10 % of its health.
Warden
Ride with the caravans and bring them home. Paid from the profit of every load you keep safe. Earns gold and Honor.
Reclaim: Seals 2 crates on the ground within 5 m for 60 s. Raiders can't take them, and they go back to their trader at a waystation while the seal holds.
Rally: A short run at double speed to a pet you guard, from up to 150 m away.
Raider
Bring down a loaded pet, take its crates and open a portal to the Black Market before anyone stops you. Earns gold and Infamy.
Open Portal: Carrying stolen cargo: opens a Black Market portal, which waits 8 minutes for you, 15 s less for each Raider level after the first.
Spot: Marks the nearest caravan within 200 m for 3 minutes, so its marker stays sharp, and warns its trader.
Safe land, frontier and contested land
The land decides who may attack whom.
Safe land: No player fights. Towns, and the roads near them.
Frontier: Raiders may hit Traders hauling more than one star.
Contested: Anything goes. The middle of the Amber Road.
Raids and the Black Market
The ambush. The Trader's horse is down and the crates are on the road. A Raider holding stolen cargo opens a portal to the Black Market, and the clock on its rim starts to burn.
The hold. A Warden steps into the circle. While a defender stands inside, the clock stops, and the Raider has to fight for the way out.
The getaway. If the clock runs out, the portal takes the Raider and the cargo to the Black Market, where stolen goods sell for 150 % of what they cost.
Stolen goods are hot: guards attack anyone carrying them.
The owner, their party and any Warden get first pick of spilled crates.
The first time Raiders take your whole load, the game pays a quarter of it back.
Classes and skills
Three classes, three kinds of damage and three kinds of armour, in a triangle: the Knight beats the Archer, the
Archer beats the Wizard, and the Wizard beats the Knight, because each armour stops none of one kind of damage.
You pick four skills for your bar, and the rest open as you level.
Armour
Stops physical
Stops penetration
Stops arcane
Plate (Knight)
25 %
20 %
0 %
Leather (Archer)
0 %
25 %
20 %
Robe (Wizard)
20 %
0 %
25 %
Knight
Sword and steel plate. Charges in and holds the line for the group. It deals physical damage and wears plate, with 240 health.
Skill
Opens at
What it does
Strike
Start
100 % weapon damage, one blow each time you press it. A skill used before it lands cuts it off.
Sundering Blow
Start
250 % weapon damage, and the target takes 25 % more damage for 5 s. Finisher.
Cleave
Level 10
180 % weapon damage to the target and up to 2 foes within 5 m of it, doubled on anyone under 30 % health. Finisher.
Shield Bash
Level 5
225 % weapon damage and a 3 s stun, then 30 % slower for 5 s. Finisher.
Charge
Start
Rush a foe up to 15 m away: 125 % weapon damage and a 3 s root.
Battle Cry
Level 20
You and up to 3 allies within 10 m run 50 % faster for 5 s, free of slows and roots. Works while rooted.
Guard
Start
You take 50 % less damage for 5 s, and up to 3 allies within 10 m take 25 % less.
Rallying Cry
Level 15
You and up to 3 allies within 10 m heal 5 % of health a second for 5 s.
Whirlwind
Start
180 % weapon damage to up to 4 foes within 5 m, 30 % slower for 3 s.
Bandage
Start
Heals 30 % of your health at once.
Archer
Longbow and leather. Strikes from range and slows caravans. It deals penetration damage and wears leather, with 200 health.
Skill
Opens at
What it does
Shot
Start
100 % weapon damage, one blow each time you press it. A skill used before it lands cuts it off.
Aimed Shot
Level 5
Draw for 1.5 s, then 305 % weapon damage. Moving, any attack on you, a stun, a root or a silence stops it. Finisher.
Long Shot
Start
250 % weapon damage from up to 30 m. Finisher.
Barbed Arrow
Level 10
150 % weapon damage, then 10 % a second for 5 s.
Crippling Shot
Start
125 % weapon damage, 30 % slower for 3 s.
Rapid Fire
Start
Kneel and fire 3 arrows over 1.5 s, each 115 % weapon damage. Moving, any attack on you, a stun, a root or a silence stops it.
Hunter's Mark
Level 20
The target takes 20 % more damage for 5 s.
Leap Back
Start
Leap up to 10 m back: away from your target, or straight back without one.
Tar Arrow
Level 15
225 % weapon damage to the target and up to 2 foes within 5 m of it, 30 % slower for 5 s. Finisher.
Bandage
Start
Heals 30 % of your health at once.
Wizard
Staff and robe. Hits from range, and slows and stuns foes. It deals arcane damage and wears robe, with 200 health.
Skill
Opens at
What it does
Bolt
Start
100 % weapon damage, one blow each time you press it. A skill used before it lands cuts it off.
Meteor
Start
Cast for 1.5 s, then 250 % weapon damage to the target and up to 4 foes within 5 m of it. Moving, any attack on you, a stun, a root or a silence stops it. Finisher.
Arcane Lance
Level 5
200 % weapon damage, and no skills for 1.5 s. Finisher.
Firestorm
Level 20
A 5 m fire at the target's feet for 5 s: 80 % weapon damage a second to up to 5 foes in it. Finisher.
Frost Snare
Start
125 % weapon damage, 30 % slower for 5 s.
Frost Nova
Level 10
180 % weapon damage to the target and up to 2 foes within 5 m of it, 30 % slower for 3 s.
Blink
Start
Jump up to 15 m at once: away from your target, or forward without one.
Mana Ward
Start
An ally within 15 m, or you, takes 50 % less damage for 5 s and can't be newly stunned, rooted or silenced.
Thunderclap
Level 15
150 % weapon damage to up to 3 foes within 5 m, and a 3 s stun.
Bandage
Start
Heals 30 % of your health at once.
Pets
Your pet carries the load and takes the blows meant for it. Lose the pet on the road and the crates spill for
anyone to take.
Pet
Cargo slots
Health
Speed
Carries
Horse
8
1,650
75 % of yours
40 weight
Elk
6
1,320
85 % of yours
30 weight
Elk, with Sylvaran: Faster on the Deer Trail, lighter on the back.
Warthog, with Gobbo Marsh: Tame it in the marsh. The biggest back on the road.
Cart, coming soon: 20,000 gold, and it opens four-star loads.
Gear and the forge
Gear comes in 3 tiers, Iron, Steel and Amber, and each piece climbs in + levels from +0 at the smith's
anvil, with no top + level. Every try costs gold and materials, and the chance of success drops as the + level
rises, then stays at 1 % from +13 on. A failed try never destroys
the item or lowers its + level, and every item has 100 tries.
Try
Chance
+0 to +1
50 %
+1 to +2
45 %
+2 to +3
40 %
+3 to +4
35 %
+4 to +5
30 %
+5 to +6
25 %
+6 to +7
20 %
+7 to +8
15 %
+8 to +9
10 %
+9 to +10
5 %
+10 to +11
4 %
+11 to +12
3 %
+12 to +13
2 %
From +13 on
1 %
A tier 1 piece at +5 can be raised to tier 2. A tier 2 piece at +8 can be raised to tier 3.
Gear you can see
+4: The blade starts to glow
+6: The glow gets brighter
+8: The armour trim lights up
+10: Sparks of light rise from the blade
+12: The glow gets brighter again
+14: The blade flares with light
Levels, quests and contracts
Levels run from 1 to 20, paid by kills, trips and quest steps. Levels open skills, never stats.
A questline of 23 steps in 4 chapters teaches the game from your first load to the
long road, in a Trader's, a Warden's or a Raider's version.
First Load (to level 5): Your first load, the Blight on the farms and your first + level.
The King's Land (to level 10): A Champion built for two, a new skill and your first road to Crossroads.
The Marches (to level 15): Frontier hideouts, your job's own craft and Tier 2 gear.
The Long Road (to level 20): Four roads to master, the Brigand Captain and a road of your own.
From level 10, daily contracts offer hunts, bounties and job runs, with the reward you
choose.
Foes
33 kinds of foe hold the hunting grounds between the towns, and bandits wait on the roads. Each hits with
one kind of damage, so the armour you wear decides how hard.
Fighters
Brigand (physical)
Wild Boar (physical)
Grey Wolf (physical)
Deserter (physical)
Strangling Corn (physical)
Blighted Farmhand (physical)
Blighted Farmwife (physical)
Renegade (physical)
Sellsword (physical)
Stone Warden (physical)
Shooters
Brigand Archer (penetration)
Poacher (penetration)
Deserter Bowman (penetration)
Blightpumpkin (penetration)
Company Archer (penetration)
Thorn Archer (penetration)
Casters
Apprentice (arcane)
Firebrand (arcane)
Stonecaller (arcane)
Veterans
Adept (arcane)
Brown Bear (physical)
Pack Leader (physical)
Sergeant (physical)
Ringleader (physical)
Company Veteran (physical)
Thornguard (physical)
Champions
Brigand Captain (physical)
Huntmaster (penetration)
The Old Bear (physical)
The Black Knight (physical)
Rot Mother (arcane)
Company Captain (physical)
Warlords
The Hangman (physical)
The world
The world is 5.2 by 2.6 km of hand-placed land. Its towns are
Aldmere, Crossroads and Sylvaran, and the Black Market hides in a cave of its own. Off the roads stand
Toll Fort, The Singing Stones, Gallows Hill, The Exiles' Hollow, The Company Camp, Windmill, Wizard's Tower, Siege Field, Fishing Hamlet and Burnt Farm.
The Amber Road (playable now): The contested middle, round Crossroads. The richest road, and the most dangerous.
Ashen Barrows (coming): Ash, graves and lava. Mobs and open PvP: is Barrowgate's price worth it?
Sylvaran Glades (playable now): The elves’ land round Sylvaran. Horse on the road, or Elk on the shortcuts?
Kingdom of Aldmere (playable now): The human capital's land. Main road, Old Road, or the Drover's Trail?
Gobbo Marsh (coming): Swamp, reeds and goblin works. The biggest pet, or the safest path?
Thornwood (coming): Autumn conifers. Is the deep run's price worth the heavy cover?