Dailies & Endgame Progression
Your day-by-day routine on Rookery Isles: how to spend labor, farm and craft, run trade packs, and push toward endgame on this ArcheAge 3.0 (Revelation) private server.
Requirements
You must be Character Level 52 to gather in the open world on Rookery Isles. Mining, Logging, Gathering, Farming, Husbandry, and Fishing are all gated at character Level 52 (the client enforces this), so you cannot mine, chop, harvest, farm, raise livestock, or fish until you reach Level 52. Bench crafting and processing have no level requirement, but their materials come from gathering. The Anya Vein adds a further gate of 50,000 Mining proficiency on top of Level 52.
Table of Contents
- Why a Daily Routine Matters
- Understand Your Labor Pool First
- Daily and Weekly Resets
- The Core Daily Loop
- Step 1: Claim Mail, Patron, and Sales
- Step 2: Tend Your Farm and Livestock
- Step 3: Craft and Run Trade Packs
- Step 4: Gather and Process
- Step 5: Combat, Dailies, and PvP
- Labor Management: Where Your Points Should Go
- Weekly Goals
- Progression Milestones
- Common Mistakes to Avoid
- Sample 30 to 60 Minute Day
- On Rookery Isles
Why a Daily Routine Matters
ArcheAge is a long-game. There is no single dungeon that hands you endgame gear. Progress is the slow accumulation of crafting materials, gold, proficiency, and the slowly-regenerating resource that ties everything together: labor points. A player who logs in for 30 focused minutes a day, spends labor as it regenerates, and tends a farm will out-pace a player who binges once a week, because that binge player wastes most of the labor that quietly piled up and capped while they were away.
This guide is the loop. Every step below is something you can do on this server today, with the numbers that actually apply to the Rookery Isles build (ArcheAge 3.0 "Revelation", the AAEmu 3.0.3.0 NL0bP fork). If you are brand new, read the New Player Guide first, then come back here once you have a character on the world.
Understand Your Labor Pool First
Almost everything productive in ArcheAge spends labor. Gathering a node, crafting an item, smelting ore, milking a cow, crafting a trade pack: each consumes labor, and labor regenerates slowly over time. Managing it well is the single biggest lever on your daily progress.
The values below are the server's default configuration. Rookery may deploy local overrides, so treat the exact tick numbers as a baseline and confirm your own regen in-game.
| Labor fact (default config) | Free account | Patron account |
|---|---|---|
| Maximum labor pool | 2,000 | 5,000 |
| Regen while online | +5 every 5 minutes (about 60 per hour) | +10 every 5 minutes (about 120 per hour) |
| Regen while offline | none | +5 every 5 minutes (about 60 per hour), applied on login |
| Starting labor (new character) | 50 | 50 |
Two consequences follow directly from this table:
- Labor is account-wide, not per-character. Alts share the same pool.
- A free account does not regenerate labor while logged out. A Patron does. If you are free, the labor you do not spend while online is the labor you lose, because you stop regenerating the moment you log off and you cap at 2,000.
The golden rule: never sit at your cap. Capped labor is regen thrown away. When you are near the top of your pool, spend it on something, anything productive, before you keep gathering more.
One more thing that makes labor doubly valuable on Rookery: spending labor on a gathering or crafting action also grants character XP and proficiency at the same time. The proficiency gain is 1:1 with labor spent (spend 5 labor mining, gain 5 Mining proficiency). See Labor & Proficiency for the full mechanic and the 31-rank proficiency ladder.
Daily and Weekly Resets
Daily quests and many time-gated rewards reset on a daily server-time cycle; weekly content resets once a week. The exact reset clock is a server setting, so check the in-game quest log timer rather than trusting a fixed hour. Daily quests do not stack: an unclaimed daily is gone at reset, so log in close to reset if you want every slot.
Plan around it: start your session by spending the labor that regenerated overnight, then claim anything time-gated before it expires.
The Core Daily Loop
Run these steps roughly in order. The whole loop fits in 30 to 60 minutes once you know your routes and your farm.
- Step 1. Claim mail, Patron rewards, and any sales.
- Step 2. Tend your farm and livestock (harvest, replant, feed, collect).
- Step 3. Craft and run a trade pack or two.
- Step 4. Gather and process toward your current crafting goal.
- Step 5. Combat, daily quests, and PvP if that is your endgame.
Each step is broken out below.
Step 1: Claim Mail, Patron, and Sales
Two minutes, no labor. Open your mailbox and collect:
- Auction House sale proceeds and expired-listing returns.
- Patron daily rewards, if you hold Patron status.
- Any in-game mail from guild, events, or other players.
This is free value and it clears your mailbox so nothing expires. Do it first, every session.
Step 2: Tend Your Farm and Livestock
Your farm is the backbone of passive daily income. Crops and animals grow on real-time timers whether you are online or not, so the discipline is simple: harvest what finished, replant immediately, and feed your animals so they keep producing.
Crops: pick rotations that match your session length
Grow times below are the server-accurate values from the live data, at the default 1.0x growth rate. Planting a crop in its matching climate zone multiplies the grow time by 0.73 (about 27% faster); the wrong climate runs full time. The "matched" column is the matching-climate time.
| Crop (seed) | Grow time (full) | Grow time (matched climate) | Climate | Good for |
|---|---|---|---|---|
| Cucumber, Potato | 5 min | 3.7 min | Any | Fast turnover, log-in-and-replant |
| Azalea | 14.5 min | 10.6 min | Temperate | Short sessions |
| Barley, Carrot, Onion | 21.5 min | 15.7 min | Subarctic / Temperate | Cooking and feed staples |
| Clover | 30 min | 21.9 min | Any | Combined Feed ingredient |
| Garlic, Rose, Tomato, Iris, Lavender, Narcissus | 43 min | 31.4 min | varies | Cooking, Alchemy, dyes |
| Cotton | 86 min | 62.8 min | Tropical | Tailoring (Fabric) base |
| Cornflower | 171.5 min | 125.2 min | Temperate | Dye-crafting feedstock |
Cornflower is a real crop and it does feed dye crafting, but it is a long grow, not a one-hour crop: 171.5 minutes at full time, about 125 minutes in matching Temperate climate. Treat it as a "plant on the way out, harvest tomorrow" crop, not a quick rotation.
Match the crop to how long you will be gone. If you log in for short bursts, Cucumber and Potato (5 min) let you harvest-and-replant every session. If you log in once a day, plant something in the 86-to-171 minute band so it is ready next time. Pumpkin and Clover are worth keeping in rotation because they feed Combined Feed for your livestock (see below).
Watering and fertilizing matter. Watering accelerates growth; fertilizing can rescue a crop that has entered its Wilted decay phase before it is lost. A mature crop does not wait forever; harvest it before it wilts.
See the Farming Guide for the full seed catalog, climate map, and farm-structure radii (the largest plantable plot in this build is the Thatched Farmhouse, garden radius 11).
Livestock: feed the right fodder, collect on cooldown
Place a baby animal, let it mature on a real-time timer (faster in its suitable climate), feed it the correct fodder, then collect its product on a fixed cooldown. The two fodders are Combined Feed for large animals and Ground Grain for poultry.
| Animal | Matures in | Product | Collect every | Fodder |
|---|---|---|---|---|
| Chick (hen) | 2 h 52 m | Egg | 1 h | Ground Grain |
| Gosling (goose) | 5 h 43 m | Goose Down | 3 h | Ground Grain |
| Lamb (sheep) | 14 h 18 m | Wool | 8 h | Combined Feed |
| Dairy Calf (cow) | 1 d 10 h | Milk | 10 h | Combined Feed |
| Goat Kid | 1 d 10 h | Goat Wool | 10 h | Combined Feed |
| Piglet | 14 h 18 m | Pork (butcher) | once, on butcher | Combined Feed |
Wool comes from Lambs (sheep) and Goat Kids, not from alpacas. There is no alpaca livestock animal on this server. Wool feeds Tailoring (3 Wool make 1 Fabric), Goose Down feeds Carpentry, and Milk, Eggs, and meat feed Cooking. A happy (well-fed) sheep also has a chance to drop Golden Wool, and that chance rises as your Husbandry proficiency climbs, the one place the data confirms higher proficiency directly improves yield.
Protect your farm. Animals and crops placed on owned or taxed land are safe. Plant in the open world and other players can harvest your crops and earn Larceny proficiency for the theft. The full husbandry loop, climates, and downstream recipes are in the Husbandry Guide.
Step 3: Craft and Run Trade Packs
Trade packs (the in-game category is "Specialty") are a reliable gold engine and a great labor sink. A trade pack is a physical object you craft at a zone's Specialty Workbench, then carry to a buyer in another zone and sell. They are not flipped on the Auction House.
How a pack actually works on this server
- You craft it at a per-zone Specialty Workbench. Each settled zone has its own workbench (Solzreed Peninsula, Gweonid Forest, Lilyut Hills, Marianople, and so on).
- The recipe is a Quality Certificate plus a bulk local ingredient. For example, Solzreed Acorn Jelly uses 1 Quality Certificate plus 15 Acorns; Gweonid Grilled Goose uses 1 Quality Certificate plus 30 Goose Meat. The Quality Certificate is the universal "wrapper" reagent.
- Crafting a basic specialty pack costs about 50 labor (the "Commerce: Craft Basic Specialty Pack" action; the larger Fellowship and Clan pack variants cost 60). This is the verified labor cost. There is no separate "600 to 800 labor per delivery" cost; once crafted, you simply carry the pack.
- Every character can craft packs. The pack-craft skills are auto-learned; there is no skill purchase and no character-level gate.
- You carry it on your back (your run speed drops while carrying), move it to a destination zone, and sell it to a specialty buyer NPC there. You can store a pack on a mount or ship and retrieve it. Getting hit in combat can knock the pack off your back.
Trade packs are NOT auctionable
This is a hard rule of the build: specialty packs cannot be listed on the Auction House (they have no auction category). The gold comes from physically delivering them to a destination zone. Do not plan to "flip packs on the AH"; that is for other goods. See the Auction House Guide for what you can list.
Where the profit is
The pack's value depends on the route: the farther and more contested the destination, the more it pays. The highest-value routes in the data feed open-water and contested hubs.
| Origin | Destination | Relative payout |
|---|---|---|
| Sungold Fields (Auroria) | Sunspeck Sea | Highest in the table |
| Exeloch / Calmlands (Auroria) | Sunspeck Sea | Very high |
| Nuimari / Heedmar / Marcala (Auroria) | Sunspeck Sea | High |
| Solzreed Peninsula | Arcadian Sea, Sunspeck Sea | Moderate |
| Hasla | Sanddeep | Moderate-high |
Selling a pack in the zone it was made in pays nothing; the whole point is the distance and the crossing. The exact gold a route pays is adjusted at runtime by your Commerce proficiency, by how saturated the destination is (value drops as more packs are sold there), and by pack freshness, so treat route values as relative rather than a fixed gold figure. Higher Commerce proficiency also grants a movement-speed buff while carrying a pack.
Daily pack discipline: craft and run as many packs as your labor allows after your other priorities, scaling up if you have a cart or ship to carry several at once. Full route mechanics, cargo packs, and Larceny pack-stealing are in Trade Packs & Commerce.
Step 4: Gather and Process
Whatever your endgame goal (gearing, housing, a specific craft), you will need raw materials, and gathering them turns labor into both materials and proficiency. On Rookery, every world gathering skill requires Character Level 52: Mining, Logging, Gathering, Farming, Husbandry, and Fishing are all gated at Level 52, and the client enforces it, so you cannot gather in the open world until you hit 52. Before that, level through combat, quests, and the story; bench crafting from bought materials is still possible earlier.
Spend gathering labor toward a goal, not at random. Mining ore for ingots, chopping logs for lumber, gathering cotton for fabric: pick the one that feeds the gear or structure you are working on this week.
| Activity | Vocation | Feeds | Guide |
|---|---|---|---|
| Mine ore, smelt ingots | Mining + Metalwork | Weapons, plate armor | Mining Guide, Metalwork & Smithing |
| Chop trees, process lumber | Logging + Carpentry | Lumber, furniture, ships' wood | Logging Guide, Carpentry & Masonry |
| Gather herbs and cotton | Gathering | Alchemy reagents, Fabric base | Gathering Herbs Guide |
| Farm crops | Farming | Cooking, feed, dyes | Farming Guide |
| Fish | Fishing | Cooking, fish-oil chains | Fishing Guide |
Anya Veins add a proficiency gate on top of the Level 52 baseline: they require 50,000 Mining proficiency (Master rank) as well, and drop Anya Pebble. That is a long-term goal, not a day-one one.
Processing your raw materials is itself a labor cost: smelting ore into ingots, weaving Wool into Fabric (3 Wool per Fabric), turning Logs into Lumber at a Sawmill. See Crafting Guide for the full chains, stations, and the rule that you spend SP freely across your three picked trees on Rookery.
Step 5: Combat, Dailies, and PvP
If your endgame is gear and PvP rather than the economy, the combat half of the loop matters as much as the farm half.
- Daily quests: Auroria (Diamond Shores, Sungold Fields, and the other northern zones) is the endgame continent and a common daily-quest destination. Auroria and all seas are lawless, free-PvP zones, so expect contested play there. Do not assume "peace timers" protect you in the north.
- Open-world leveling: if you are still climbing to the level cap of 55, mob farming in a dense spot plus your gathering XP will move you. See the Leveling Guide.
- Arenas and PvP: arena play and faction conflict are the honor-and-PvP track. The specifics of arena formats and reward structures on this build are covered in PvP & Arenas.
- Your build: pick your three skillsets deliberately. The 120 named classes come from combining 3 of the 10 skillsets. See Classes Overview, Class Meta Tier List, Power Builds, and Combat Stats.
Labor Management: Where Your Points Should Go
Because labor is the limiter, deciding what to spend it on is the real progression skill. The per-action costs below are verified from the live data; the daily totals depend on your account type and time online.
| Action | Approximate labor cost (verified) |
|---|---|
| Pick fruit / basic wild gather | 1 |
| Mine a basic ore vein | 5 |
| Chop a small tree | 5 |
| Chop a standard tree | 10 to 25 |
| Mine Anya Stone (Master gate) | 50 |
| Craft a basic specialty trade pack | 50 |
| Craft the larger Fellowship/Clan pack | 60 |
Priorities when labor is tight:
- Always claim free regen by spending before you cap. A free account at 2,000 and a Patron at 5,000 are bleeding regen every minute.
- Feed your farm and animals first. Those timers run whether you spend labor or not, so a few labor on replanting and feeding compounds passively.
- Then craft or run a trade pack for gold (about 50 labor per pack).
- Then gather toward your current gear or building goal.
- Save a reserve before a big craft. Walking into a high-tier crafting session with a full pool means you finish it in one sitting.
A "regrade attempt" on gear is cheap in labor (tens, not hundreds); the real cost of regrading is the scrolls and charms, not the labor. See Regrade & Gemming.
Weekly Goals
Layer weekly objectives on top of the daily loop. Pick a couple each week:
- Advance one proficiency past a rank cap. Proficiency stops accruing at your current rank's ceiling until you click to rank up (free in this build). Ranking a gathering or crafting vocation up unlocks higher-tier recipes and nodes.
- Complete one concrete gear step. A regrade, a socketed lunagem, or a tier-up of one piece. See Gear Progression.
- Stockpile materials for one craft you cannot afford in a day. Lumber, ingots, or fabric, gathered across the week, fund a single bigger craft.
- Run at least one long, cross-continent trade pack for the larger payout.
- Participate in your guild's organized content. Houses and guilds drive the realm economy and PvP on Rookery; see Guild System & Taxes.
Progression Milestones
There is no "gear score" stat on this server (it is not a stored field), so do not chase a number. Track your progress by the gear tiers that actually exist instead. The crafted ladder tops out at Ayanad: there is no Erenor or Hiram gear in this build (Erenor exists only as a cosmetic Hero Cloak). Obsidian is a parallel line with full weapons and armor.
| Stage | Realistic target | Notes |
|---|---|---|
| Getting established | Apprentice's / Craftsman's crafted sets | Cheap crafted gear gets you into the world |
| Mid game | Illustrious, then Magnificent sets | First "real" crafted tiers; set bonuses at 4 and 7 pieces |
| Upper mid | Epherium, then Delphinad | Larger material and gold investment |
| Endgame crafted | Ayanad | The top crafted tier in this build |
| Parallel track | Obsidian weapons and armor | A separate progression line |
On the grade ladder (the color/quality tier of any piece), the order is: Crude, Basic, Grand, Rare, Arcane, Heroic, Unique, Celestial, Divine, Epic, Legendary, Mythic. Regrading is safe through Unique; the risk of breaking or downgrading first appears at Celestial. Lunagem sockets open at Grand. Full detail in Regrade & Gemming.
Timeframes are personal. How fast you reach a tier depends on your hours, your account type, and whether you craft or buy. Any specific "full Ayanad in N months" figure is a play-style estimate, not a server constant, so set goals by tier, not by calendar.
Common Mistakes to Avoid
- Sitting at your labor cap. The single most common waste. Spend down before regen is lost.
- Trying to auction trade packs. Packs are carried and sold to NPCs in another zone; they cannot be listed on the Auction House.
- Gathering with no goal. Mining ore you will never smelt is just labor spent for proficiency. Fine if proficiency is the goal; wasteful if you needed lumber instead.
- Planting the wrong crop for your session. A 171-minute Cornflower is useless if you log in every 10 minutes; a 5-minute Cucumber wastes a daily login if you only play once a day.
- Planting valuable crops in the open world. Other players can steal them. Use owned or taxed land for anything you care about.
- Regrading expensive gear aggressively before Celestial. Up to Unique it is safe, so there is no reason to panic; the risk only begins at Celestial.
- Chasing a "gear score" number. It does not exist here. Track tiers and grades instead.
Sample 30 to 60 Minute Day
A repeatable loop for a player splitting time between economy and gear:
- Minutes 0 to 2. Claim mail, Patron rewards, and Auction House sales.
- Minutes 2 to 12. Tend the farm: harvest finished crops, replant a session-appropriate rotation, feed animals, collect milk/wool/eggs/down on cooldown.
- Minutes 12 to 30. Craft a trade pack or two at the local Specialty Workbench (about 50 labor each) and deliver to a profitable destination zone.
- Minutes 30 to 50. Gather toward your current goal (ore, logs, cotton, herbs) or run an Auroria daily quest if gear and PvP are your focus.
- Minutes 50 to 60. Spend any remaining labor before you log off so a free account does not waste regen; process gathered materials into ingots, lumber, or fabric.
Adjust the mix to your goal: an economy player weights farming and packs; a PvP player weights Auroria dailies and arenas. Either way, the discipline is the same: claim free value, feed your timers, spend labor with a purpose, and never cap.
On Rookery Isles
Rookery Isles is an ArcheAge 3.0 "Revelation" server, not Erenor (that was the 3.5 patch). A few places this article deliberately departs from generic ArcheAge advice and from the older version of this page:
- World gathering requires Character Level 52. Mining, Logging, Gathering, Farming, Husbandry, and Fishing are all gated at Level 52 and the client enforces it, so you cannot gather in the open world until you reach 52. Bench crafting and processing have no level requirement, but their materials come from gathering. Anya Veins add a further 50,000 Mining proficiency gate on top.
- There is no gear score. It is not a database field on this build. Progress is measured by gear tier (up to Ayanad, the top crafted tier) and grade (up to Mythic), not by a number.
- No Erenor or Hiram gear exists as equippable items here. Erenor is a cosmetic cloak only.
- Trade packs are carried and sold to NPCs, never auctioned. Crafting one costs about 50 labor, not hundreds.
- Labor regen and caps quoted here are the default config (free 2,000 cap, Patron 5,000); a local override may apply, so confirm your own regen in-game.
- Wool comes from sheep and goats, not alpacas, and several "crops" named in the old guide (Salaman Eggplant, Hardy Sundries) do not exist on this server.