ArcheAge Chronicles · trade runs

ArcheAge Chronicles Trade Run Profit Calculator

A delivered trade run can look great until you price in the runs that get stolen. Enter what your packs cost, what they pay, how long the run takes and how often you lose the cargo, and see what a route really earns per hour.

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  • Saved only on this device

Bring your own numbers. Trade runs are confirmed for Early Access, but no official pack recipes, payouts or theft rules have been published, so none are built in. The example uses made-up values and is labelled that way.

Trade run

See estimate ↓

Making the packs, travel there and back.

Materials at what you could sell them for, plus fees.

What a delivered pack pays.

Stolen or destroyed. Use your own history if you have it.

Repairs, escort pay, travel costs.


Session and goal

Used for the 9-in-10 floor and the odds of a losing session.

How many runs and hours to earn it.

Route estimate

Expected profit per hour

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Enter the cost and payout per pack to start.

If delivered
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profit per run
If lost
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cost of the run
Expected per run
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with your loss chance
Break-even loss chance
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above this, it loses money

Compare your routes

Saved routes, best expected profit per hour first. Load one to edit it.

No saved routes yet

Fill in a run and press Save route to compare it with others.

How a trade run makes, or loses, money

Every run costs the same whether it arrives or not: the materials in the packs, any fees, and your time. Only delivered runs pay. So the number that matters isn't the profit on a good run, it's the expected profit: what a run earns on average once the lost ones are counted.

Cost per run = packs × cost per pack + extra cost
Payout if delivered = packs × payout per pack
Expected profit per run = payout × (1 − loss chance) − cost
Expected profit per hour = expected profit per run ÷ hours per run
Break-even loss chance = 1 − cost ÷ payout

For example, a run that costs 3,800 and pays 7,800 makes 4,000 when it arrives. With a 15% chance of losing it, the expected profit is 7,800 × 0.85 − 3,800 = 2,830 per run. That route keeps paying on average until the loss chance reaches about 51%. These numbers are made up to show the maths.

Why one good run tells you little

Losses come in streaks. Even when a route pays well on average, a session of ten runs can lose two, three or more. The session numbers show the profit that 9 in 10 sessions beat and the chance a whole session ends below zero. Both are exact for the inputs you give, based on the binomial distribution, with no random simulation.

A route with a slightly lower expected rate but less risk can be the better choice if a bad session would set you back, for example when the packs use materials you can't easily replace.

Where to get the numbers

  • Cost per pack: the materials it takes, valued at what you could sell them for, plus any fee. Gathered materials aren't free if you could have sold them.
  • Payout: what a delivered pack pays where you hand it in.
  • Minutes: time a few runs from start to finish, including making the packs and getting back.
  • Loss chance: your own history on that route. Lost 2 of your last 10? Enter 20%.

What's known about trading in ArcheAge Chronicles

The Steam page lists trading with other players, trading runs and defending trade routes as part of the game, and Early Access includes trading. The details that decide profit, such as pack recipes, payouts, routes and what happens when cargo is lost, haven't been published, and the Steam Next Fest demo focused on classes, PvP and a dungeon. We'll add verified details here with sources once Early Access is out. Until then, rules from the original ArcheAge may not apply.

Getting your PC ready first? Use the PC Upgrade Cost Calculator, and check the price tracker for the box price.

Frequently asked questions

Does this calculator include ArcheAge Chronicles trade routes or pack prices?
No. Trade runs are confirmed for Early Access, but no official pack recipes, payouts, routes or theft rules have been published. Nothing is built in, and numbers from the original ArcheAge belong to a different game. Enter what you see in game. The example uses made-up numbers and is labelled that way.
What is the break-even loss chance?
It's the chance of losing your cargo at which a route stops paying on average. If your real loss rate on a route is above it, you lose money over time even though a delivered run looks profitable.
How do I work out my chance of losing the cargo?
Use your own history on that route: if you lost 2 of your last 10 runs, enter 20%. Without a history, start with a guess and look at the break-even loss chance to see how much risk the route can take.
What does "9 in 10 sessions earn at least" mean?
Losses come in streaks, so a session can go much worse than average. The calculator works out the number of lost runs that 9 out of 10 sessions stay under, and shows what you'd still earn in that case. It's exact for the numbers you entered, with no simulation.
Should I count materials I gathered myself?
Usually yes, at what you could sell them for. Using them in a pack means not selling them, so that's part of the run's cost. If you couldn't sell them anyway, count them as free.
Is my data saved?
Your current route and saved routes stay in this browser on this device. Nothing is sent to Hunter Vault or anyone else.
All ArcheAge Chronicles tools

Independent ArcheAge Chronicles fan tools. Not affiliated with or endorsed by XLGAMES or Kakao Games. ArcheAge and related trademarks belong to their respective owners.

Calculations run in your browser and are estimates. Your entries are saved only in this browser's local storage and are never sent to Hunter Vault. These tools don't connect to game accounts, and we don't offer real-money trading or automation.

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