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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
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January 26th Patch Notes


Catch-Up Bags Added to NA
These are meant to help newer/mid tier players catch-up in character strength. Items available in these bags include - Catch-Up Stat Stones, Catch-Up Upgrade/Rune/Soul Stones, Bronze, Silver & Gold Regrade Keys. Catch-Up Bags are obtained by completing dungeons.

Class Changes
Guardian Soul Runes will now benefit from runemastery

World Boss & Rift Changes
World Boss Health Scaling Increased by 25%
Rift Bosses will now spawn after 15 minutes of the rift opening, as well it will scale based on the power of the participants similar to World Bosses. We will be also enhancing the loot in the near future (Before the new EU Season)

Client
Emoji's will now display in the chat logs & private messages!
You are now able to right click a chat window, and open it as Read Only, splitting your chat window into two, so you can view 2 chat windows at once (For example, General & Trade Chat, General & Loot Chat, A Private Chat & Help Chat)
Fixed a floor related issue (finding the correct clickable-floor)
Fixed an issue with outfit/mount images in the Store

Misc Changes & Fixes
Furniture will now display unwrapped in the Furniture Shop
Professions such as Alchemy, Blacksmith will use gold & at that are available in your bank
Added some PvP zone precautions to avoid deaths
Added an item trasher blocker for teleports​
 
Character Name Reservation & Creation for Archlight EU is NOW OPEN for the upcoming season starting February 15th (1 week away)! You can now go to ArchLight Online (https://eu.archlightonline.com/) and create a character under your previous account name and password.

After a massive and groundbreaking NA Launch, we are exceptionally optomistic and working hard for the upcoming EU season. We cant wait to share all the improvements we have been working on to make Archlight bigger and better.

We have briefly mentioned a list of features and changes that will be coming to EU in a recent past announcement, on the 13th we will be posting a more clear teaser with images of all the changes and additions coming to EU !​
 
Archlight European Season Releases
February 15th 10:00am PST / 1:00pm EST / 18:00 GMT / 20:00 CEST

Our Promise
Archlight has now been online for nearly 4 years. Including the first beta it has been up for over 4 years! Since day 1, we have always garanteed that every dollar you spend on Archlight you will receive back in the event of a new Season! Our team will always keep this promise to every single player of Archlight. As in past Season's, points will be rolled out to ensure that the economy isn't destroyed by a dumping of Archlight Coins. At the bottom of this post you can view our standard point release schedule.

Heirloom Points For Last Seasons Progress!
All Accounts have received Heirloom Points for their past season progress!
Accounts receive Heirloom Points based on their strongest character on their account. For every Achievement Point, you receive 1 Heirloom Point. As well, you will receive additional Heirloom Points based on your characters Awakening Level & Total Power based on the following scale.

Awakening Levels
1-500 = 1 Heirloom Point Per 100 Levels
501-1000 = 2 Heirloom Point Per 100 Levels
1001-1500 = 3 Heirloom Point Per 100 Levels
1501+ = 5 Heirloom Points Per 100 Levels


Power
2001-5000 Power = 1 Heirloom Point per 500 Power
5001-8000 Power = 2 Heirloom Point per 500 Power
8001-10000 Power = 3 Heirloom Point per 500 Power
10001+ Power = 5 Heirloom Point Per 500 Power

When a season ends, you will receive all of those heirloom points immediatly on Launch for the next season, as well, half the heirloom points earned will be added to your heirloom points total, these are also received every new season! So even multiple seasons later, you are benefitting more and more for your past progress on Archlight! While new players enjoy new seasons, you will always grow stronger from past play despite a fresh start!

As well, you will receive heirloom points based on progress on another server if you link your account! More info below in Account Linking

Heirloom Points & Heirloom Perks
All Legacy Points have been converted at a 30 > 1 ratio to Heirloom Points. These function the same way as Legacy Points previously has. Heirloom Points can no longer be used to purchase direct items (stat stones, legendary stones, etc) but can now purchase Heirloom Crates, which not only have all of these items inside them, but also Heirloom Perks, which can be used to permanently strengthen your character for the entire era! A character can only redeem 1 of each Heirloom Perk, however they can redeem as many Unique Heirloom Perks as available.

Boss Stages & New Mechanics
Our major focus for the new European season was improving all the current content, as we actually have an insane amount of content, alot is just fairly 1 dimensional. Most of the story bosses, and world bosses, now have different stages and more unique mechanics, making them more thought provoking and challenge oriented.

Account linking
Many of you have already seen, but you are now able to Link your NA & EU accounts with eachother! To do so, simply login to your account on the website, and hit the Link Account button! By linking your account, you will receive heirloom points on both accounts in the event of a new season! Additionally, we will have cross-server limited editions that will be available for both your accounts if purchased on one account!

Keeping the Meta Changing and Fresh.

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A New Gem has been added, which has both essence find and loot luck.
Forest Gems has received cooldown reduction to accompany attack speed giving mages a more viable dps endgame. Our plan moving forward is to keep each season unique and fresh by introducing small things to change the standard meta.

New player experience improved - New Information Windows
It was important for us to improve the new player learning process come the new season. With the new notification system, we have also added over 3 dozen tutorial images that explain the vast majority of primary systems on Archlight! For many of you this wont be important, but for the large amount of new players we have every season, this will better teach those players so they are not bombarding help chat or quitting due to confusion/being overwhelmed!
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Soulbound Exchange Tokens
You can now purchase a soulbound exchange token for 1 living token, allowing you to exchange a soulbound Backpack or Trinket for their living tokens back.

Guild window
We now have a full UI for Guild Management! This will allow much better control of your guild within Archlight as well as has many new features for guilds and guild leaders to enjoy!

Upgrade Capps and Chance Changed
Upgrade Tiers are now the same as NA, however the dificulty is slightly higher, NA will receive the same changed in it's second season, making the max upgrade on equipment and weapons to +40. Rune & Soul upgrading capp has been changed to +20 and the chance on higher tiers has been very slightly lowered.

Progression Tokens
Players will now receive progression tokens as they level up (more frequently at lower level, however you will receive them from late game progression as well). These tokens are soulbound, and allow you to win a random amount of Boost Points.

New Hotkey Window
We have implemented a massively customizable new hotkey window, allowing you to customize every key used on Archlight!
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Coins Ressurected From The Dead! - Time Table
1 Hour Before Launch - 2000 Coins Unlocked + 2 Promotion Tokens + 5 Heirloom Points!
48 Hours(2 Day) After Launch - 3000 Coins Unlocked + 3 Promotion Tokens + 7 Heirloom Points!
72 Hours After Launch - All cosmetic tokens given to accounts!
5 Days After Launch - 4000 Coins Unlocked + 4 Promotion Tokens + 10 Heirloom Points!
8 Days After Launch - 5000 Coins Unlocked + 5 Promotion Tokens + 15 Heirloom Points!
11 Days After Launch - 5000 Coins Unlocked + 5 Promotion Tokens + 15 Heirloom Points!
14 Days After Launch - 5000 Coins Unlocked + 5 Promotion Tokens + 15 Heirloom Points!
17 Days After Launch - 6000 Coins Unlocked + 6 Promotion Tokens + 20 Heirloom Points!
20 Days After Launch - 6000 Coins Unlocked + 6 Promotion Tokens + 20 Heirloom Points!
All points after this will be unlocked at an accelerated rate and be received by 4 days.
 
Patch Notes February 20th
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Client

- Merged a public contribution to the Market System (mainly Offer History)
- Fixed an issue where hotkeys and chat wouldn't fully load because the battle list module were disabled
- Disabled underground colorization since people complained about the ambient light setting
- Awakening Level will now be sent to the guild window

Guild window
  • Allowing closing the window with the escape button
  • Ability to kick yourself out of your guild (to leave the guild) from the guild window
  • Fix the issue of guild icon not being shown properly

Hotkeys
  • Fixed hotkeys not properly saving
  • Fixed where certain shortcuts didn't work (numpads, bot window)
  • Fixed where the keystrokes registered multiple times to cause the player to be kicked out of the game
  • Stability improvements

Server
- Fixed energy regeneration (identifier issue)
- Fixed a regeneration issue (force life enchant to reset ticks)
- Solo & Greater charges that are bought with boost points will be spent instantly when you purchase a charge while being inside a dungeon already (only if you aren't entitled to retrieve reward from the available chest(s))
- Heirloom Crates are now properly soulbound
- Moved the application of equipment bonuses after your other bonuses upon logging in, this generally leads to less health/mana for your character but an accurate representation of what you should have had from the beginning.
 
Patch Notes
Coming Soon - 26th or 28th
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Dungeon Rework

Creatures in dungeons will no longer give experience. Clearing Dungeon Creatures however will contribute to the total experience rewarded for completing a Dungeon. If you kill no creatures in a dungeon, the chest will yield 0 experience. If you clear all of them, it will yield the full amount possible of experience. The Total Experience given from dungeon chests has been increased dramatically.
Randomized Event Schedule
Every 2 hours instead of a set event, a random event will occur instead. This is so that no matter your time schedule, you can participate in any event type. The same event will not happen within 5 events of another. Upcoming event will be displayed still.

Ability To Test Your DPS while Training
Training Knights have been reskinned & renamed. They will now display your DPS when using them.

Pits Inferno Boss Nerf
Pits Inferno Boss will now only spawn a copy 25% as often.

Magic Walls & Wild Growths Changed now have their own global cooldown, and so can be used at the same time as attack spells

Healing Runes can now be recharged without having to wait for 0 charges.​
 
Loving the era so far, however, will there ever be the ability to join greater dungeons solo similar to regular dungeons? It's quite difficult for lower-power f2p players to find a team to dung with and as a result, I'm almost constantly sitting at 6 charges.
 
Loving the era so far, however, will there ever be the ability to join greater dungeons solo similar to regular dungeons? It's quite difficult for lower-power f2p players to find a team to dung with and as a result, I'm almost constantly sitting at 6 charges.
Unfortunatly not, it's one of those things that we want to have a somewhat balance of encouraging team play and solo play. We like to keep some features reserved for community building and player coopoeration.

Thanks for the feedback and kind words :) means alot to us.
 
Have u considered lowering the wait for a dungeon charge? 4 hours is pretty long especially when thats the only thing u can honestly level on when youre trying to reach 1500. The regular tasks only give like 5 levels a task lol.
 
Have u considered lowering the wait for a dungeon charge? 4 hours is pretty long especially when thats the only thing u can honestly level on when youre trying to reach 1500. The regular tasks only give like 5 levels a task lol.
They've already boosted the experience a dungeon gives therefor I dont think they need to lower the time on dungeon charges.
 
Patch Notes
Coming March 8th

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Furniture Improvements
You can now view an item's unique buff when you look at it
You can now view an item's cooldown when you look at it (applies to all items that uses a cooldown system)
You may only refill your solo/greater dungeon charges twice a day
You are no longer able to stack gold/essence find buffs

Corpse Ownership Improvements
There has been some discussions about whether the corpse owner system is flawed or not due to there being scenarios where a single player becomes the owner of a corpse when there is a group of players (party) attacking the same creature.
Now party leaders will be the sole damage dealer for a party which in turn should eliminate the scenario explained above in most cases

Misc Fixes
Enflaming
Fixed an issue where it didn't inflict as much damage as it were supposed to do
Bounties
Minor fixes in regards to IP and Guild checks to better eliminate possible abuse
Resistance
Fixed an issue where it didn't work particularly well (i.e. wearing soulhunter backpack)
Notification
You should no longer be receiving vocation rewards for advancing in a skill
Otherworld Lord
Fixed an issue where their illusionist summons contributed to your task kill(s)
Gems
Attack Spell Cooldown boost now applies for Soul Runes as well
Rifts
Added better randomization logic to avoid multiple runs of same rift
Map
Many miscellaneous fixes

Client

New smoother and more consistent walk/idle animations (you can view before/after in the discord announcement)
Minor fixes to idle state (i.e. fire elemental's are animated when standing still)
Some fixes to Emoji's​
 
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This Patch includes catchup mechanics for: Catch-Up Experience to Awakening Level 1 (300% exp boost for pre-awakened players) & Catch-Up Pouches by completing dungeons, these catch-up pouches will include catch-up upgrade stones (For Weapons & Armors), catch-up stat stones (For Stats) & catch-up Rune/Soul Soils (For Rune Emblems & Soul Runes).​
 
We are preparing the largest content expansion we have ever done (but a 2-3x margin as well). This will also have many reworks to issues/systems players dislike as well including pvp & quest griefing. To manage expectations, this isn't coming in the next week or two. But we will be working round the clock (quite literally 12-16 hours a day 7 days a week) on this. We will be continuing to drop teasers throughout the process. We have Very excited about this.
 
Our new Season for EU was initially planned for August 2nd, however many have requested if we would be able to move it forward due to classic WoW releasing end of August. We have made a poll with 3 potential dates, go ahead and vote! We cannot do earlier than July 19th, as we have alot in the works for the new EU Season - mSeveral huge system reworks, a Ton of new content, and some exciting press exposure as well. Due to this, we cannot do earlier than the 19th, but go ahead and vote on which date you guys would like most!
When should the new Season for Archlight EU start? (https://www.strawpoll.me/18189139)
 
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New European Season Announcement
& The Council of Marius Expansion

In 3 weeks (July 19th), We will be dropping our largest content expansion to date as well as the new European Server Season! Our team has expanded, restructured, and is producing content faster and cleaner than ever. Starting sunday, every 2 days we will be dropping teasers of new things coming to Archlight on July 19th! To mention some of the things that will be coming in these teasers... 2 New Vocations will be coming to Archlight. The Tamer & The Gunslinger. Some massive reworks to many vital systems on Archlight, such as Guilds, Guildhalls & Profession Islands, a large new expansion of content called the Council of Marius, a new town revamp, many things removed from the Archlight store such as skill potions, profession crates & more, and a new daily profession quest system that 1. scales based on your profession skill and 2. doesn't require you to sacrifice your products you gathered/crafted for the experience and lastly, we are being featured on MMORPG.org about our upcoming expansion & new season... for anyone of you OG's who remember the massive flood of players that came last team we were featured there ;)

There is far more things coming than mentioned above, but we will be keeping those for teasers & expanding on all the things aboved with screenshots, teaser videos & more. We are so excited to share all we have been working on :)

Our first teaser will be dropped on Sunday, for now, enjoy this animated piece of a Tamer & Gunslinger facing off against the new Expansion Boss - Marius.

The Council of Marius: Bloodtide
An Archlord Vampire’s blood has been spilled upon the land, unleashing an ancient darkness...

For centuries, Marius and his Council—all elder vampires—have been trapped in a dungeon deep underground, magically imprisoned by their own kin. With the Archlord’s final death, these powerful bonds lay broken, the cells which held them unlocked. Ravenous, bloodthirsty and crazed from their years of captivity, the Council of Marius is once again loose to terrorize the realm.

Only this time, they have deeper ambitions.

Vampire legends of old speak of the Bloodtide—a horrific power hidden and forgotten in the lost Crypt of King Vlad. Newly freed and hungry for vengeance, Marius and his Council of elders have set their evil eyes on finding and awakening this plague of plagues. Wherever they search, a bloody path is left in their wake.

Will you defeat Marius and his unholy Council? Will you stop the Bloodtide?

For if you fail, the Bloodtide will spill across the realm, ushering in a new dark age… one ruled by vampires.

The campfire’s orange light shifts between the trees, their skeletal branches reaching out like bony arms in the darkness. The night is quiet, aside from a faint wind whispering through the leaves and the stray hoot of a lonely owl. As you relax on the bedroll, listening to the breeze, your ears catch another sound— something fumbling through the forest, beyond the glow of the fire.

A young boy emerges from the gloom, pausing at the edge of the light before walking slowly to the fire. Messy brown hair frames his small face. He looks dazed, his eyes wide with shock. As the boy nears the flames, you notice red splatters on his shirt. He looks at you, blinking, as if noticing you for the first time. Without a word, he sits down and begins to weep. You want to ask him what’s wrong, why he’s covered in blood, but you allow him some time. After some minutes he calms down, wipes his eyes and tells his story.

“Last night…” he begins, “Last night the strangest storm gathered above our village. It hadn’t rained in days, but suddenly water came down in sheets, muddying the ground, leaking through the roof. Lightning crashed above the forest, caught trees on fire. Father thought the entire forest might burn, if not for the pouring rain. He brought the animals inside, fearing they might bolt in the uproar. Thunder boomed outside our house. Then, just like that—everything stopped. The dark clouds went away. The thunder disappeared. The rain ceased.” The boy shook his head. “I was hidden underneath my covers, but Father said the trouble was over. That I had nothing to worry about. I believed him. I went to sleep.”

The boy shudders, fighting a memory.

“Sometime in the night, I heard screams.” He brings his knees to his chest, wraps his arms around himself. “That’s when the nightmares started.”

The child speaks of terrible things—pale men in robes and dark armor, chains and amulets dangling from their necks, fingers ending in long, wicked claws. They went from one house to the next and screams followed each time. The boy tells of the worst figure of them all, more creature than man, with large, leathery wings attached to his back. The boy watched from under the floorboards as the ravenous creature drained his parents, one by one. By the time the horror ended, and the creatures disappeared into the night, nothing in the village survived. Not even the animals.

Exhausted from reliving his nightmare, the boy weeps himself to sleep. You lay your blanket over his small body, and throw another dry log onto the fire. The forest is silent once more. As you listen to the child’s rhythmed breathing, you vow to bring those responsible to justice. This evil should never be free upon the land.
Though you pressed him for specifics, the child was only able to give you one name he heard whispered from those wicked mouths...
Marius.​
 

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Guild System Revamped
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We have made many revamps to the Guild System on Archlight to not only improve its depth & value but also create more competition within guilds themselves.
Guilds will now hit a "soft cap" of members at 15 members. After which, they can purchase up to 5 tiers of +2 members for their guild, to hit a hard cap maximum of 25 members.

To make up for a possibly lower guild member count for some guilds, we have reworked the guild experience formula, to being slightly more required experience at low levels, but drastically lower at high levels - level 29 > 30 will now require 60% less experience to obtain than before - making all the tiers of the new guildhall islands much more accessible for all guilds.

Guildhall Profession Islands
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Previously, guildhalls had multiple different portals throughout them giving access to different maps with mining, fishing and farming. Now, guildhalls will have a single portal to an island, which has mining caves, a large fishing boat, farmland, and a new woodcutting forest, as well as all guild NPC's on it.
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Parts of this island are still restricted based on your guild level. Because of this change, guildhalls have been drastically revamped, removing all the portal rooms, replacing them with meeting rooms and hangout locations. Lastly, when you are apart of a guild that owns a guildhall, you will receive the ability to travel straight to said guildhall using !travel. You will also receive the ability to travel to a house you own as well.

New Guildhall System
Guildhalls are no longer standard houses in which guilds bid to obtain them and continue to own said guildhall as long as they pay weekly rent. Now, guildhalls will be possessed by the most dominant guilds each week. Sunday at midnight server time each week, guilds will be ranked based on their experience contributed to their guild that week.

Based on their rank, the top 7 guilds will receive access to one of 7 guildhalls. They will receive access for free, and will pay no rent, however they will only remain in possession of said guildhall as long as they maintain their guild rank the next week.
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