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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
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LOL thousands of Facebook pages do giveaways. ToS are generally written to have the OPTION to enforce it if needed. Not just because.

If I tell you a nice joke, would you give me some more donation points?(giggle)

well here we go

A woman asks her husband, "What did you think of me when you first met me?" The husband replies, "I wanted to shag your brains out and suck your tits dry." The woman then asks, "What do think of me now?" To which the husband replies, "I think I did a pretty good job."
 
Patch Notes 01.24.17

Protectors of Archlight Event Released (Fight together as team to defeat waves of creatures, the farther the server makes it the larger the global experience and loot boost after the event is over). This event is already coded and completed, however with the magnitude of our recent patch, we wanted to release it at a later date once other issues are solved.
Gem Removers 50% off from shop price - permanently
Golden Regrade Keys craftable ingame by blacksmithing
Regrade Increased to a max of grade 7 - Bone and Cloud keys added to game.
Cloud Keys have a 30% chance of success when regrading.
Bone Keys have a 20% chance of success when regrading
Guardians health gained per level increased from 40 > 50. (If you are already level 1500 etc~ you will receive all that health when you prestige and re-level.
Berserkers health per level changed from 20 > 25
Warzones further reworked and re-balanced.​
 
Patch Notes coming 01.28.17
Chance of successful upgrades on equipment increased by 100%. (+24-+25 before was 4% chance, now 8% etc)
The amount of energy tasks give has now been restructured. Instead of every task giving 10 energy for completion, Normal + Expert tasks will now give 5 energy. Master tasks will now give 10. Big Game tasks will now give 15. Stronghold tasks will now give 20 and finally Premium tasks will give 25 energy per completion.
This is to further incentivize higher tier players to complete higher tier content instead of grinding our low level mobs for quick task completion.
Rebalanced Warzones event. Now players will either receive a buff or nerf depending on their Kill/Death ratio during a Warzone Event. A player will deal 10% less damage and take 10% more damage for each Kill over Death they have. What that means is a player who is 3 kills - 1 death will deal 20% less damage (3-1 = 2). Additionally a player who is 1 kill - 3 deaths will deal 20% MORE damage (1-3 = -2). We feel this will make the event much more fun for top tier players (add some challenge to the event) and also more fun for newer players giving them a chance to swing the tides of battle.​
 
To View the Landing Page Teaser Click Here

Spring Update and New Era
Archlight Online will be releasing a massive spring expansion and new Era on April 14th. This update will rejunvinate and revamp many features on Archlight. Additionally bringing in dozens of new additions to Archlight Online. Archlight has grown every single Era, and we are excited about a massive Spring Update and a new Era! Our game servers will be going down for maintenance on March 31st to allow us to prepare for the new content. Beta Servers will open for Age of Dracona on April 7th 20:00 CET until April 9th 20:00 CET and Player Creation for Age of Dracona will officially open on April 10th at 18:00 CET.
Spring Hits Archlight!
The Archlight City will receive a Spring overhaul and update! Say goodbye to the snow and christmas trees, and hello to Springtime!
100% of Points Purchased Given Back
One crucial thing for Archlight is that through any Era, we ensure that every player knows every dollar they spend in support of our project will never be lost. We are proud that every single dollar donated for since our first launch in August 2015 is still in the account of the player who has purchased those points. And years from now it will remain as so. All bundles are converted to large point packages based on the value of the bundle. Additionally promotion tokens will be compensated based on points donated.
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PvP Sets - Giving New + Weak Players an Edge In PvP
3 PvP Sets - The purpose of these sets is to allow newer and weaker players the ability to have a roll in current pvp. Whether they only play a few hours a week, or are brand new to an era, this gear will allow them to atleast have a sense of affect in PvP combat. Top Tier PvE sets will always be the strongest obtainable gear, however the three PvP sets will allow players to earn these pieces to help close the gap between themselves and top tier players until they catch up with proper PvE gear. Despite the first PvP set being very easily obtained through a small quest line, the last PvP set will be rare, valuable, and powerful catchup tool for any player in PvP.
You see Warlord Armor (Arm:16, PvP Power +22%, PvP Resistance +6%). This item will only increase your damage and resistance in PvP.
PvP Ladder reworked to be more competitive, exciting, automated, and more rewarding.
Equipment System Rework - Hello New Sets!
All Armors and Equipment can now be wielded by any vocation. Equipment stats will vary based on the vocation you are when you "look" at them, or wear them. For example a golden armor will give Mages +34 Magic Level, but a Berserker +41 Sword/Axe/Club. The amount of skill depends on the value of that skill respectively (IE Magic is harder to train and gain, thus equipment will give slightly less Magic to a wielder than other skills). Additionally equipment will give more fist as it is an easier skill to gain. This has opened up dozens of armor sets for us, allowing us to make the following...
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Stats Changes - Breaking the Gap
Stat categories 50% weaker, however stat stones will be 100% easier to obtain. We we're considering going back to the old max of 60 points per stat category. However we would like to keep the */100 as it feels more clean, so we will be making the benefit from each stat 50% of what they currently are, however also making them 100% easier to obtain. The net result simply means a player with 100 stats vs your 0 or your 80 will have less of an advantage than before. Stat stones will not only drop easier from current sources (dungeons etc) but also there will be additional ways to earn them ingame through our Lore Quests.
Dungeon, Raid, Creature Mechanics - Adding more depth to every piece of content!
All dungeon bosses, raid bosses, and many top end creatures redone with boss 1-hit/massive damage mechanics and some based on % health. Something that we're very excited about this upcoming era is the revamp of dungeon bosses and keeping their fights entertaining. All bosses will now have spells or abilities that will display tiles, and hit those tiles in an assorted timeframe dealing massive % based damage. What this means is even top tier players will have to be proactive during boss fights, and even some of the more valuable creature hunts, to make sure they do not drop like the rest. Some spells may not be flat damage, but instead stun you in place for several seconds, or prevent healing for some time, or deal a large damage over time to you.
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Health Changes - Making Boss Mechanics More Fun
Health Gain and Mana Gain on level up increased by 100%. Healing remains the same. The purpose of this is to allow for creating more interesting pvp, boss and quest mechanics. Having a larger health pool but still similar healing will allow for a higher need of healers, buffers, and better consideration of utilizing large CD heals (more will be added for several vocations as well). More AOE hitting bosses, with larger health pools, will also encourage the demand for a global healer like Bards. Abilities like Evocation and Lifesteal have been reduced 50% (to balance out with the increase of health and mana pools).
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Class Changes
Druids will now only have a mini-mass res heal. (This will be their only AOE heal). Druids will become more focused on their current DPS + Single target healing, whereas Bards will be given new and powerful AOE heals, and focus on group and global healing/buffing. This will give them a more vital roll in the future boss and creature mechanics. Healers and Tanks will find a much more vital roll in Age of Dracona due to the changes to health pools, mana pools, healing and boss mechanics.
Lifesteal now solely for berserkers, Archers have received two damage mitigation abilities.
Bards now have a larger spray on their wave.
Additionally many improved/master and normal spells are being reworked to fit a better role for each class.
Archlight Lore + Story
Lore added to Archlight, coming with many small side quests and activities to further earn stat points (cummulative, as the farther down the story you get the more stat points you will receive per side quest). The Lore on how Archlight came to be will be posted in 4 sections, one each week until release. The first piece of Lore has been released in the post below this one ;)
Tutorial Island
A tutorial has been added to Archlight. This is an optional tutorial however it will reward the player with stat points, upgrade stones, gold and experience for completing it. It will only take 5-10 minutes to complete however will teach players many of the fundamentals of Archlight including harvesting, crafting, tasks, dungeons, stats, upgrading and fishing! This tutorial will help alot of new players who find themselves overwhelmed with things to learn. This will help lighten the learning curve to new players and help make Archlight more easily digestable for a new player!
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Loot Rework - Making All Money and Loot Worth A Dam!
Lowering of money/item drops, also lowering cost of many things ingame to adjust accordingly. The amount of money in Archlight can be pretty inflated at times. Additionally, looting some rares doesn't feel like anything (boh, crown sets, etc) as theyre so common and money is so easy to get. We will be reworking our looting to drop less money, and less rares, but increasing the value of that money so that it balances out. Essentially what this will result in is loot will be more valuable to players. Many items value from the NPC will also be revalued to be worth more.
Tasks and Experience Changes
Experience from hunting increased, experience from tasks decreased. At high level, after completing several high yield experience tasks, and your dungeons, there is really no purpose to hunting, we want to change that. To accomodate this, we will be lowering the experience yielded from turning in tasks, and instead adding an additional gold reward for completing tasks. Additionally, we will be increasing the experience yielded from creatures by a significant amount. The total experience gained from hunting + turning in task will be similar to how it is now, however you will earn more from the actual hunting itself
New Sets Added For More Content
Creature/Dungeon Boss/Raid Sets - Creature/Boss Farming for endgame gear. Now, endgame sets will have certain pieces that are farmable from top tier creatures and bosses. Bosses at the end of large quests such as Seven Trials etc will also drop very rare and valuable gear including mastercraft equipment. Additionally sets will be added inbetween low tier sets and top tier sets to smoothen the experience so you are more often upgrading your equipment and escalating your power.
Profession Sets + Permanent Buffs
Mining, Fishing, Farming, Blacksmithing, Alchemy, Smelting, Jewelcrafting will now all give you a buff depending on your respective skill. The higher your skill the larger the buff. These buffs can be anything from Health increases, Magic damage increases, Resistance increases etc.
Professions will now also have their own fitting sets that players can earn by mastering their chosen profession.
Furthermore, we will be making dozens of changes to the crafting system currently making it more interactive and exciting.
Additional Changes + Additions!
Events - 2 New CTF Maps added, and 2 New TDM Maps added. These will cycle so each time you join CTF or TDM you will have a new themed map to play on.
Events - Minimum Level added to PvP events to limit very low levels joining.
Prestiging - Prestige 1 cost drastically lowered, prestige 2 slightly lowered, prestige 3+ remains the same.
Upgrading - Amount of upgrade stones needed lowered by 500% (IE chance to upgrade an item from 24-25 before was 2%, now it is 10%) This is to get rid of the repetitive nature, and time wasting of upgrade stone spamming.
Raids - All Raids redone to be more interactive, exciting, and teamwork oriented.​
 
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