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[USA][Custom] ArchlightOnline - Legacy - Coming May 13th 2022

Server Website/AAC
https://legacy.archlightonline.com
Server Address
legacy.archlightonline.com
Server Port
7171
Client Protocol
12
Cavebotting isn't possible anymore :)
I just came home after botting several hours still sitting in the same spawn i dont know what you are talking about.

Anyway, The server is the same shit as every era just keep "developing" and try to make some money since this is not going to last for very much longer. The only reason this server has players is because its better than realmap and there is legit nothing else to play right now.
 
I just came home after botting several hours still sitting in the same spawn i dont know what you are talking about.

Anyway, The server is the same shit as every era just keep "developing" and try to make some money since this is not going to last for very much longer. The only reason this server has players is because its better than realmap and there is legit nothing else to play right now.
He said there is no cavebotting. There is targetting, but you cannot set coordinates to actually cavebot... Yes you can stand in one spot waiting on the force respawn and get an exceptionally poor exp rate, but I don't/serious players wouldn't recommend this strategy.

Not going to last for much longer? I encourage you to look at our 10th~ page posts from 2.5 years ago when people people said the same thing about us (when we had 50-100 active players on at a time). We sure have come along way, and had massive growth this era (our biggest growth yet). But i guess thanks for your very rude and uninformed post :) It's exciting to me and our team when every single Era there is a few haters, and we get to keep growing and moving forward while they continue to dwell in anger :)

Maybe there is nothing else because all the other custom developers moved on to other things because of an exceptionally rude community of players. Keep up the great work though.
 
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I just don't get why everyone has this weird desire to be so f*cking negative. Can't you just appreciate that Knighter and the staff are creating something unique?
And about "cavebotting". Setting your character up to "bot" is not efficient in any way. But sure, go ahead and do so and see how far you get!
 
He said there is no cavebotting. There is targetting, but you cannot set coordinates to actually cavebot... Yes you can stand in one spot waiting on the force respawn and get an exceptionally poor exp rate, but I don't/serious players wouldn't recommend this strategy.

Not going to last for much longer? I encourage you to look at our 10th~ page posts from 2.5 years ago when people people said the same thing about us (when we had 50-100 active players on at a time). We sure have come along way, and had massive growth this era (our biggest growth yet). But i guess thanks for your very rude and uninformed post :) It's exciting to me and our team when every single Era there is a few haters, and we get to keep growing and moving forward while they continue to dwell in anger :)

Maybe there is nothing else because all the other custom developers moved on to other things because of an exceptionally rude community of players. Keep up the great work though.

I'm not angry but I'M free to express my opinion about your server which is as far down as it can get.

I was not "cavebotting" by staying afk waiting for respawns I was doing it properly :)

Whatever good luck with ur project anyway maybe it turns better sometime
 
I'm not angry but I'M free to express my opinion about your server which is as far down as it can get.

I was not "cavebotting" by staying afk waiting for respawns I was doing it properly :)

Whatever good luck with ur project anyway maybe it turns better sometime
How were you doing it "properly"? Very interested.
 
Well i have no experience with bot, but i can see myself using all the auto feature and then some key recorder to move around. Like straight line would be easy back and forth.
 
Well i have no experience with bot, but i can see myself using all the auto feature and then some key recorder to move around. Like straight line would be easy back and forth.
Of course, you can find a way to bot in virtually any game if you go through the necessary actions.
 
valentineshouse.png

We will be giving away 300 Roses to 3 houses this Sunday Morning! Your house must be decorated by Saturday Midnight PST to be entered in! CM Finkelz will run around town and take screenshots of all houses decorated and then the winners will be selected!

This contest is valentine's theme! So much sure you show the love in the air on Archlight with your house!

So get to decorating your house and may the best/fanciest house win!

1st Place - 150 Roses + House Decoration Winner Sword
2nd Place - 100 Roses + House Decoration Winner Sword
3rd Place - 50 Roses + House Decoration Winner Sword
 
I just came home after botting several hours still sitting in the same spawn i dont know what you are talking about.

Anyway, The server is the same shit as every era just keep "developing" and try to make some money since this is not going to last for very much longer. The only reason this server has players is because its better than realmap and there is legit nothing else to play right now.
amen.
 
valentineshouse.png

We will be giving away 300 Roses to 3 houses this Sunday Morning! Your house must be decorated by Saturday Midnight PST to be entered in! CM Finkelz will run around town and take screenshots of all houses decorated and then the winners will be selected!

This contest is valentine's theme! So much sure you show the love in the air on Archlight with your house!

So get to decorating your house and may the best/fanciest house win!

1st Place - 150 Roses + House Decoration Winner Sword
2nd Place - 100 Roses + House Decoration Winner Sword
3rd Place - 50 Roses + House Decoration Winner Sword
 
hey this server is cool for ppl hating on it, its a change for the ppl looking for change, with that being said, Ive been cave botting for the passed 3 days XD which is wat i kinda like about it
 
hey this server is cool for ppl hating on it, its a change for the ppl looking for change, with that being said, Ive been cave botting for the passed 3 days XD which is wat i kinda like about it
The top 50 players will almost never auto target hunt. They'd fall too far behind the other top tier players without actively moving, additionally late game you should be rarely hunting and should be focusing on dungeons and quests and professions. Happy to hear you're enjoying it though :)
 
Archlight house contest


"Please note, it's not about what's inside or the items worth, but the decoration of the house itself! Clever themes and ideas are always taken highly into account!"

Didnt your winner last time have a Swatiska in the middle of his house which was pretty much it ? guess if you decorate a Gas chamber into your house u'll win it guys
 
Archlight house contest


"Please note, it's not about what's inside or the items worth, but the decoration of the house itself! Clever themes and ideas are always taken highly into account!"

Didnt your winner last time have a Swatiska in the middle of his house which was pretty much it ? guess if you decorate a Gas chamber into your house u'll win it guys
It's admirable how you constantly read our news posts, just to try to find a way to post something negative on this forum.

Keep up the good work + free bumps <3
 
It's admirable how you constantly read our news posts, just to try to find a way to post something negative on this forum.

Keep up the good work + free bumps <3
Bumping this is the least I can do when you put so much work into this big pile of crap :D
 
As each day goes by the monsters of The Otherworlds slowly take over the outskirts of Deadstone Stronghold. Lord Crimson knows their stronghold cannot continue to hold off The Otherworlds. Sooner or later the Stronghold will be overthrown and thus giving The Otherworlds access to all of Archlight. Take up arms from within the Stronghold, and push the Otherworlds Creatures back to the hell they come from.
deadstoness4.png

The Ancient Mage has opened a giants mouth portal to access Deadstone Stronghold. You can access it north of town once you have defeated Jorus.
deadstoness3.png

The Last Line of Defense against the Otherworlds is the Deadstone Stronghold. This stronghold is the last barrier between Archlight and the invading Otherworlds Creatures. Fight Back and defend Archlight from further chaos.
deadstoness1.png

deadstoness2.png
 
Patch 11.0.4 (Date TBA)
Boss Changes
boss1234.png

One problem with intergrating custom bosses with a what we consider weak tibia combat system and more than 1 (knight) melee vocation is creature re-targetting, and the nature of AOE's in a 2d game. We have been working hard to make neccesary steps and balances to help melee vocations still participate in very dificult boss fights, without the bosses being so weak that tanks just breeze through tanking them, but also not increasing the DPS/Sustain melee vocations health to the point where they are exceptionally broken in PvP.
In Patch 11.0.4 we will be nerfing the small AOE damage of all bosses by up to 75%. Additionally, retargetting (without a boss enraging) will be completely removed from any largescale bosses. Bosses will receive a boost to their other damages to keep a healthy balance to how they once were (especially for the main tank). We believe this will allow melee vocations to truly thrive in close combat in even the most dificult boss fights - assuming your tank does his job ;)

Red_Skull.gif
Misc
Black_Skull.gif

Elixirs no longer share cooldown with Rune Emblems
Exhaustion on Elixirs increased from 5 seconds to 15 seconds.
Rifts have been added to the Event Timer, and will now hold their time even if the server reboots.
PvP Level is now 1000 (Changed from 80). This is to somewhat prevent people from suiciding low levels to frag someone.
Experienced Gained from Hunting Monsters for For awakening 100+ has been increased by 15-22.5%
Rusty Chests have been replaced with Royal Feathers in hardcore dungeon boxes.
Necromancers awakened heal will now properly add a healing regen rather than mana regen.
Seven Trials now requires a Gold Pickaxe to destroy the crystals to summon Lodestone.

newbow1.png
Class Balances
newaxe1.png

Archer
Archer Attack Spells have all been nerfed by 5%
Archer Auto Attack Damage has been buffed by 30%
Archer Soul Rune Attack Speed Bonus increased from 30% > 40% (This also means it will scale harder/higher as well)
Guardian
Threat Reduction from the following spells has been modified
Shield Bash - 5 > 4
Command Attention - 25 > 15
Challenge - 10 > 7
Ultimate Challenge - 15 > 10
Healing of all classes (mana and health healing spells) have been nerfed by 20%. (Bards and Druid heals on friendly targets were not lowered)

Ultimate_Health_Potion.gif
Profession Changes
Ultimate_Mana_Potion.gif

Profession "Perks" have been renamed and slightly repriced.
"basic" perks are now called Apprentice
"intermediate" perks are now called Skilled
A new tier has been added called Artisan, this has replaced Masterclass, and Masterclass now requires 95 Skill to unlock. This additional tier has added an additional tier to the buffs (masterclass is now a higher buff than before). The cost for the skilled tier has gone from 250k > 500k (remember this is a permanent unlocking), expert has gone from 750k > 1kk, and artisan has gone from 1kk to 3kk, additionally masterclass being added for 5kk (as the final tier).
This ultimately unlocks the potential for +30% healing from Rune Emblems + Elixirs for Alchemy, +15% Weapon Damage for Blacksmithing, +30% Speed for Tanning, +30% Food Buffs for Cooking and 25% Boost to Gems from Jewelcrafting.
Alchemy - 100 of the same elixir can now be used to combine into 10 of the next larger elixir. This craft will provide the user with Skill Experience for doing so. This was added to make Alchemy less of a waste at lower levels (making elixirs you wont need/use at all). Alchemy is currently one of the more/most expensive and dificult professions to level up, we feel this is fine though based on how powerful the perk benefit from it is.
Farming Changes -
Watering plants no longer requires energy, and no longer gives farming experience. Harvesting plants is now the only needed use of energy for farming, the amount per plant has been lowered from 20 energy to 10, the skill experience gained and crop yield will remain the same! This means you get the same amount of crops, and experience, for 1/4 the energy (from 40 total to 10).
Farming definitely felt inefficient to us and the players, this change will massively aid farming to be a very viable profession, additionally, the 75% lowering of energy will also make cooking 75% more efficient than before (and you also wont lose energy when the server goes down for a patch having to re-water plants..) =)

As we mentioned before the Rise Of The Otherworlds begun, every month we would release 1 large content patch, with minor patches between then primarily focusing on balance and fixes. Patch 11.1.0 will arrive after this patch, and will contain a massive amount of new open world content for players to explore after having completed the Otherworlds Storyline and content. By fully defeating the Otherworlds a new world will be available for those players to explore, freely, with little to no teleporters, and challenge over 50 new missions, tasks, mini dungeons and full fledged quests. Additionally, your legendary spell will be unlocked ;)
Full teaser for Patch 11.1.0 will come soon after this patch goes live.
 
(Updated)
Patch 11.0.4 (Saturday or Friday)

Boss Changes
boss1234.png

One problem with intergrating custom bosses with a what we consider weak tibia combat system and more than 1 (knight) melee vocation is creature re-targetting, and the nature of AOE's in a 2d game. We have been working hard to make neccesary steps and balances to help melee vocations still participate in very dificult boss fights, without the bosses being so weak that tanks just breeze through tanking them, but also not increasing the DPS/Sustain melee vocations health to the point where they are exceptionally broken in PvP.
In Patch 11.0.4 we will be nerfing the small AOE damage of all bosses by up to 75%. Additionally, retargetting (without a boss enraging) will be completely removed from any largescale bosses. Bosses will receive a boost to their other damages to keep a healthy balance to how they once were (especially for the main tank). We believe this will allow melee vocations to truly thrive in close combat in even the most dificult boss fights - assuming your tank does his job ;)

Red_Skull.gif
Misc
Black_Skull.gif

Elixirs no longer share cooldown with Rune Emblems
Exhaustion on Elixirs increased from 5 seconds to 15 seconds.
Rifts have been added to the Event Timer, and will now hold their time even if the server reboots.
PvP Level is now 1000 (Changed from 80). This is to somewhat prevent people from suiciding low levels to frag someone.
Experienced Gained from Hunting Monsters for For awakening 100+ has been increased by 15-22.5%
Rusty Chests have been replaced with Royal Feathers in hardcore dungeon boxes.
Necromancers awakened heal will now properly add a healing regen rather than mana regen.
Seven Trials now requires a Gold Pickaxe to destroy the crystals to summon Lodestone.
Supreme Health Elixir has been removed from game, Ultimate Health elixir has been buffed to have the same stats as Supreme Health Elixirs.
Ultimate Health Elixirs have replaced Supreme Health Elixirs in the ArchShop.

Beds Fix
So something we overlooked when we developed the new Bed Kits for Tanning was the energy regen of each bed. When making the new upgradable bed kits, we only actually increased the amount of energy they can Hold, not the rate at which they gain that energy back. So far, this would affect very few, with only the low tiers of beds. However due to this oversight, we also never actually nerfed the default beds, only the amount of energy they hold as well, not the regen rate.
The regen rate has now been properly modified on all beds (please note, the amount they gain doesn't change, but the frequency in which they gain that energy is changed - stronger beds regen energy more frequently, AND can also hold more energy).
Here is a breakdown of the regen from each bed and the amount of energy they can hold.
We will also be adding a way to remove your bed kit, so that it doesn't completely go to waste when you upgrade your bed, allowing you to sell it, or potentially enhance it in the future!
Normal Bed - 120 Energy 5 Energy/Hour
Green Bed - 180 Energy / 7 Energy/Hour
Yellow Bed - 240 Energy / 10 Energy/Hour
Red Bed - 300 Energy / 15 Energy/Hour
Royal Bed - 360 Energy / 20 Energy/Hour
??? - 480 Energy / 30 Energy/Hour

We will also be working on more beds to be added to tanning in our next professions expansion! :)


newbow1.png
Class Balances
newaxe1.png

Archer
Archer Attack Spells have all been nerfed by 5%
Archer Auto Attack Damage has been buffed by 30%
Archer Soul Rune Attack Speed Bonus increased from 30% > 40% (This also means it will scale harder/higher as well)
Guardian
Threat Reduction from the following spells has been modified
Shield Bash - 5 > 4
Command Attention - 25 > 15
Challenge - 10 > 7
Ultimate Challenge - 15 > 10
Healing of all classes (mana and health healing spells) have been nerfed by 20%. (Bards and Druid heals on friendly targets were not lowered)

Ultimate_Health_Potion.gif
Profession Changes
Ultimate_Mana_Potion.gif

Profession "Perks" have been renamed and slightly repriced.
"basic" perks are now called Apprentice
"intermediate" perks are now called Skilled
A new tier has been added called Artisan, this has replaced Masterclass, and Masterclass now requires 95 Skill to unlock. This additional tier has added an additional tier to the buffs (masterclass is now a higher buff than before). The cost for the skilled tier has gone from 250k > 500k (remember this is a permanent unlocking), expert has gone from 750k > 1kk, and artisan has gone from 1kk to 3kk, additionally masterclass being added for 5kk (as the final tier).
This ultimately unlocks the potential for +30% healing from Rune Emblems + Elixirs for Alchemy, +15% Weapon Damage for Blacksmithing, +30% Speed for Tanning, +30% Food Buffs for Cooking and 25% Boost to Gems from Jewelcrafting.
Alchemy - 100 of the same elixir can now be used to combine into 10 of the next larger elixir. This craft will provide the user with Skill Experience for doing so. This was added to make Alchemy less of a waste at lower levels (making elixirs you wont need/use at all). Alchemy is currently one of the more/most expensive and dificult professions to level up, we feel this is fine though based on how powerful the perk benefit from it is.
Required Skill to create Ultimate Health, Mana and Spirit Elixirs has been increased from 70 > 80. This change was made due to the nature of this being essentially one of the endgames to Alchemy, it was introduced that early when elixirs had small value.
The Experience earned from crafting all Elixirs has been increased by 22.5%
The Experience earned from crafting all Vials has been increased by 20%
Experience Gained from Crafting Red and Royal Bed Kits increased by 20%
Experience Gained from Crafting Mythril and Dragon Ingots increased by 15-20%
Experience Gained from Crafting Charged Gems increased by 12.5%

Farming Changes -
Watering plants no longer requires energy, and no longer gives farming experience. Harvesting plants is now the only needed use of energy for farming, the amount per plant has been lowered from 20 energy to 10, the skill experience gained and crop yield will remain the same! This means you get the same amount of crops, and experience, for 1/4 the energy (from 40 total to 10).
Farming definitely felt inefficient to us and the players, this change will massively aid farming to be a very viable profession, additionally, the 75% lowering of energy will also make cooking 75% more efficient than before (and you also wont lose energy when the server goes down for a patch having to re-water plants..) =)

Profession Level Scaling Modified
We have made some changes to high end crafting, essentially the formula we use for our profession levels (and required exp to advance to the next level) we feel gets extremely "steep". In where the required experience for a further advancement starts growing exponentially too fast. We have now lowered the scaling of the formula to be a lot more mainline and less steep. This will make higher profession skills still difficult, but very much obtainable by anyone with time. In the near future we will also be adding even further more depth to the profession system (primarily the endgame of it) as a whole. Please note, this will hardly affect professions from skill 1-65~70, and primarily only affect 65~70+.
Here is an example graph of our old formula, and our new one.
Skill%20Tries%20Change.png

As we mentioned before the Rise Of The Otherworlds begun, every month we would release 1 large content patch, with minor patches between then primarily focusing on balance and fixes. Patch 11.1.0 will arrive after this patch, and will contain a massive amount of new open world content for players to explore after having completed the Otherworlds Storyline and content. By fully defeating the Otherworlds a new world will be available for those players to explore, freely, with little to no teleporters, and challenge over 50 new missions, tasks, mini dungeons and full fledged quests. Additionally, your legendary spell will be unlocked ;)
Full teaser for Patch 11.1.0 will come soon after this patch goes live.
 
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