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Third-person PvP duel with the combat HUD visible. XLGAMES via Steam

ArcheAge Chronicles PvP Guide

Updated

Early Access is live. We are updating this page from launch-week patch notes, player reports and creator videos; changes land in the change log.

No, PvP is not forced in ArcheAge Chronicles. Zones are split into Peace channels, where players cannot attack each other, and PvP channels, where anyone can attack you except your party and guild members. You switch between them at a Nui Statue.

How the two channels work

XLGAMES explained the system in an October 4 Steam post by Global PM Don and Creative Director Jay Lee.

Vine-covered lakeside ruin used to illustrate how zones split into channels.
Vine-covered lakeside ruin used to illustrate how zones split into channels.Image: XLGAMES via Steam
Peace (standard) channelPvP channel
Can players attack you?NoYes, except party and guild members
Zone, monsters, questsSameSame
Bonus EXPNoneAbout 10 to 15 percent on monster kills

Jay Lee wrote that not everyone wants their adventure interrupted by PvP, which is why it is opt-in. In standard channels players can’t attack each other at all, so that is where you will probably spend most of your time if you would rather quest and explore.

Switching channels

Visit a Nui Statue to move between the two. There is a cooldown when switching, so you can’t hop to safety the moment a fight turns against you. XLGAMES has not published how long the cooldown is.

You do not pick a specific channel yourself. The game places you in one, and typical channels hold about 100 players. See servers for how channels work.

Bonus EXP

Killing monsters in a PvP channel earns about 10 to 15 percent bonus EXP, since you take on extra risk. XLGAMES noted that monster kills are only a small part of the EXP you earn in the open world, so the overall boost is modest. The numbers were still being tuned when the post went up.

What you get for killing players

Right now you get nothing for defeating another player. The post says XLGAMES held off on rewards while it gets the basics right. What exists is a kill log and PvP achievements. Jay Lee wrote that rankings and trophies will likely come sometime after launch, and that XLGAMES does not want PvP to turn into an economic race.

Parties and PvP

Producer Ham’s October 29 letter says parties now stay together across Peace and Conflict channels, invites work across both, and you can move straight to your party leader’s channel. That helps if your friends want PvP and you do not, though XLGAMES has not described how a mixed group handles it in practice.

What PvP looks like in combat

Combat is action based, with dodging, blocking and parrying. Jay Lee said in the PvP post that he played the Warrior with the longsword in the official PvP footage, and Producer Ham played the Ranger with the hatchets. He called parrying ranged attacks and reflecting them back one of the most fun parts of those fights. All four classes were playable in the demo, each with two weapons.

Party fighting a lightning-wreathed giant in a flooded forest ruin.
Party fighting a lightning-wreathed giant in a flooded forest ruin.Image: XLGAMES via Steam

The October 29 letter also lists balance changes for launch, including that disarming with Parry now costs less durability. XLGAMES says it set up a dedicated combat team to keep tuning stamina, hit stun and movement speed during Early Access.

Planned, not promised

Jay Lee described a few ideas for later: structured PvP around trade runs through PvP channels, and guilds fighting to take and hold trade posts. He stressed this is early planning that needs a lot of tweaking and should not be read as a promise. There are no scheduled battles or objectives yet.

Practical tips

  • A sensible approach is to learn dodge, block and parry in a Peace channel first, then try a PvP channel once the timing feels natural.
  • Check which channel type you are in before you start a long fight. Switching has a cooldown.
  • Bring a friend. Party and guild members cannot hurt you in a PvP channel.