Amber Road Online
Account Play

How Amber Road Online plays

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:

Stars

The more a load cost, the more stars it carries, and the more it sells for.

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.

Warden

Ride with the caravans and bring them home. Paid from the profit of every load you keep safe. Earns gold and Honor.

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.

Safe land, frontier and contested land

The land decides who may attack whom.

Raids and the Black Market

  1. 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.
  2. 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.
  3. 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.

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 physicalStops penetrationStops 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

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

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.

  1. First Load (to level 5): Your first load, the Blight on the farms and your first + level.
  2. The King's Land (to level 10): A Champion built for two, a new skill and your first road to Crossroads.
  3. The Marches (to level 15): Frontier hideouts, your job's own craft and Tier 2 gear.
  4. 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

Shooters

Casters

Veterans

Champions

Warlords

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.

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