• There is NO official Otland's Discord server and NO official Otland's server list. The Otland's Staff does not manage any Discord server or server list. Moderators or administrator of any Discord server or server lists have NO connection to the Otland's Staff. Do not get scammed!

[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
Legendary creatures of the past have not been vanquished as rumored, but have retreated for some time forming what's known now as the "RAMPARTS", where they feed upon your happiness thus leaving their victim in a state of depression and despair. These creatures might kill anyone or anything whom they cross paths with. So it takes more than your own muscles to fight them this time.

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There are some unforgettable clashes and written accounts of the struggles and courage of heroes. During the Battle of Hades and his horde from the underworld. With best of men you fight against terrifying, murderous and nearly unstoppable warriors who are seemingly boundless and breaks all restrictions or normal humans. The challenge is difficult and the end is unclear, But capitulation is out of the question.
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When the drums of war ring out in the air, everyone rushes to the Guild Siege event for a chance to regain control or extend their reign as the best. After enemies had been lured to the battle you have no cull but subjugating them. There are many spoils of war waiting for you if you're ready and more losses of life and limb if you're not.

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Halloween event incoming!!!
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Beginning October 29th at Server save. The event will last until the 15th of November.​

Archlight City seems to be slipping into the Ghostly Plane! Please visit Pumpkinchu in the depot for a special task to start your quest and fight off the Pumpkin spirits that are attempting to possess our inhabitants!

Players will need to speak to the npc to obtain a task to kill 1 world boss. (This requires pre-awakening level 1000). Return to the npc once done to obtain Jack the pumpkin King's axe.

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Players can use Jack's axe on their weapons to enhance their weapons and SMASH the baddies!!! In true Halloween fashion only your auto attacks will work to smash the enemies from 1 sqm away.

Killing 250 in total is required to open the portal to the Ghostly plane and challenge the Demon Oak. The remaining Spirits will stay in town until the next raid.

Read the full details here
 
Pumpkin spirits have invaded Archlight from the ghostly plane, endeavoring to terrorize us all! The players will definitely try to stop them, but then what? This is nothing but a step to exasperate the devil and get him out of his aperture, claiming that he is the ultimate power and in order to preserve his affluence of plunder! Will you be able to constrain his control or will you give him a chance to increment his ever so evil potency and eradicate the city!

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Your destruction of the devil's crowd was only the commencement of a war that would never end and an incursion that would never stop. In fact, you only destroyed the weaker faction, now the devil has emerged from his aperture to spread his words of malice and drown the city in blood. His desire for the eradication and spread of chaos. "Remember that anger isn't a bad feeling but it can become malevolent if we leave it uncontrolled or unplanned."
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Cooking legendary spells requires knowing the ingredients, a good cook, and adventures that can lead your life to perish and rob you of your best in order to get to its secret and settle on its components. Legendary spells are one of the most potent methods of defense and attack against enemies and monsters, many of which are utilized and vary according to vocation and purport of avail, but in order to reach them and stand up to their components, you require to be more than an adept cook.
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An incipient commencement mixed with great challenges and different adventures , An incipient page and an incipient story to tell.

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Balance Patch & Some Misc Changes for Abaldar!

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Very excited to share with you our massive balance patch for the upcoming Abaldar season! These will not be applied to Dracona or Ildar, they are being posted on the Dracona website however so Abaldar players can look at the balance notes to prepare their vocation selection for Character Creation at 9:00am Pacific Time Tomorrow (November 26th)!

Some additional balance notes will likely be added to this over the next week, however, this is the significant bulk of the changes!

Please also consider that some of these changes & balances are being made due to the lack of cosmetic passive bonuses, so certain classes may be tuned more/less depending (for example the stat cap increase).

Additionally, we are excited to announce EliasTibiano, MP3, Dukoth & Soddrek will all be coming with their communities & teams to play Abaldar! We look forward to additional large streamers joining to play Abaldar as well!



General fixes and changes

The stat cap has been increased from 150 to 175.

Awakening stat points cap increased from 150 to 175.

Added the 11 Heirloom shop mounts to The Seamstress for 25 minor cosmetic tokens each

Reduced the cost of outfits at The Seamstress from a total of 46 minor comsetic tokens to 24 total 12 and 12 each or 24 for full outfits without additional addons.

Added a new pair of very special wings in celebration for our Tutor' efforts!

Clarified the crafting perk in the achievment point store works for both Crafting/Gathering professions.

Increased diminishing returns on gems to start after 14 gems instead of current 12.

Reduced tile speed for players by 30% resulting in less natural speed for players. Making speed buffs and debuffs more relevant to the game.

Reduce spawn window of raid bosses from 60-84 hours to 36-48 hours from the last one. This also means a 12 hour window instead of 24 as well as increased frequency.

Created a new command !event to show more information on raid bosses, world bosses, rifts, and event times.

Hive set - Is now able to go to +40 upgrade cap it is now equal to Reforged Mastercrafted equipment in terms of essence, skills, oils, scaling and upgrades. (But it remains seperate and is unable be upgraded with the other equipment from the seperate RMC armor line like Vampire hunter, Kraken, or Celestial)

Awakening spell reset potion removed from the shop as it is free to reset spells inside the game.

Richochet enchantment logic adjusted to work directly with auto attacks only on the target



Summoner classes

Summons deal 30% more damage in PVP


We plan to have a few more buffs to summoner classes, however these are not 100% confirmed just yet. We will update this section by Tuesday November 30th if they can be included.



Tamer Balances

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Soul rune Beast effect - Increased the duration from 5 to 10 seconds.

Crossfire explosive arrow - Increased the burn damage from 20% to 35%

Crossfire Fellow hunters - Increased bounce range from 3 to 4 sqm and bounces to 2 targets instead of just 1 (hits for same damage on bounce).

Distracting shot - Buffed damage by 15% - Increased CD from 7 to 10 seconds

Distracting Shot Distraction effect - Increased the stun from 1 second to 2 seconds (PvE), 1 second PVP.

Hunting Spear guaranteed effect - Increased paralyze from 15% - 25%

Hunting Spear pig out effect - Healing buffs will now be taken into account.

Nature's touch base effect increase healing from 1.25% base hp to 2.5% base hp - Healing to the caster also heals the pet now for double the amount. Fixed the description of guaranteed effect that was saying `Duration increased by 10 seconds. Now reflects durations increased by 4 seconds to a total of 10 seconds.

Tamers Bola Freezing Bolas effect - Increased the size of the frozen explosion from 1x1 to 3x3 area of effect.

Tamers Bola - Increased damage by 20% increased CD from 6 - 10 seconds

Tamers Shot guaranteed effect - The isolation requirements will no longer consider allies including your summon in the range.

Increased the attack speed of Tamer Dire wolf, Dire Boar, Dire Bear, and Dire Gorilla summons by 20%

Increased Dire boar damage scaling by 25%

Increased the damage scaling of Dire Gorilla and Tamer Dire wolf by 15%


Unending Bond Bind effect - Duration Reduced from 25 to 10 seconds up time for the damage shifting effect. (the normal unending bond effect remains 25 seconds). Spell group changed from attack to support group.



Necromancer Balances

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Necromancers - Will now heal with Specialist style Emblems and Spirit style infusion items instead of mage items. This should result over all in more HP healing power.

Players will now be considered the healers of their summons, so their stats will be added into the healing factors of summons.

Doomlord summons damage restrictions were increased resulting in about 25% more scaling damage.

Necroi Sacrifice damage increased from 2.5% of the sacrificed HP of the summon to 5%.

Doomlord infestation effect - Will now summon the Underlings on the point in which the Doomlord dies instead of on the summoner

Corpse explosion damage increased by 15%

Soul Rune Underling effect - Changed the underling to spawn on target location Increased from 1 underling to 2 spawned.

Assemble "Shadowform Description on the spell book was clarified to reflect it is for the "Witch" Spec only.

Gathering Fear damage increased by 10%

Life Harvest guaranteed effect - Description updated and spell changed to reflect, Also drains mana points. If you are full on mana, the exceeded amount will be converted into health points.

Fire Skull - Has been reworked, now releases 3 fire skulls that choose random targets to follow, when near the target they start exploding in an 2X2 squared area. Prioritizes targets near you.

Underling and all awakening effects - casting range reduced to 5 sqm from 7+.

Underling and all awakening effects - CD increased from 2 to 4 seconds.

Skeleton Army guaranteed effect - Investing points into this spell will increase its damage and the amount of skeletons. Each 2 points will add 1 extra skeleton, when adding the last (15) point it will add one skeleton having a total of 20 skeletons if fully awakened.

Lich form - Reduced CD from 90 to 45 seconds. Increased the amount of magic level buff from 25% to 35%.

Life harvest - Healing amount increased by 15%.

Healing Ritual - Increased healing by 10%.

Underlings will now spawn beside the caster when summoned normally



Archer Balances

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Splintered Shot auto attack effect - Side targets will now recieve 50% damage instead of 75%.

Arrow Volley Proper Volley effect - Removed the 30% damage penalty (now it deals 100% of the damage), it no longer sends a 1x1 AoE on targets location, AoE changed to 4x4 sqm instead of 5x5 sqm.

Energy Arrow Spray guaranteed effect - Range increased from 4 sqm to 5 sqm.

Snaring shot - Paralyze increased from 30% to 50% for 4 seconds. Damage formula has been doubled.



Monk Balances

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Soul Rune Guard spirit effect - Removed the block on casting on self and updated the description to reflect this.

Soul Rune Spiritual hand effect - Increased effect duration from 5 to 8 seconds for the CD reduction buff.

Absorb the elements Soothing peace effect - Description updated to reflect more accurately, Dealing damage will heal you and your allies on a 5x5 range for a fraction of 20% of the damage dealt.

Channel spirit Lucky spirit effect - Reworked into a new effect, Gives a 50% chance of dodging a powerful attack that would take at least 25% of target's max health. This can only be triggered once.

Knockout punch guaranteed effect - Description updated to be more clear and state the paralyze strength is 20%.

Electric back kick Guaranteed effect - Fixed a bug causing it to only do roughly 20% of the damage over time instead of the the intended 50%.

Electric back kick lightning rain effect - Description updated to clarify, After 1 second, lightning from the skies will fall over enemies hit dealing an additional hit of the same magnitude.

Flaming back kick guaranteed effect - Fixed a bug causing it to only do roughly 20% of the damage over time instead of the the intended 50%.

Flaming back kick fire rain - Description updated to be more clear and state, Fire projectiles fall from the sky after a hot second dealing an additional hit of the same magnitude to enemies at melee range.

Flaming back kick Stretch effect - Range increases outward in a 2 sqm asterisk mark spiral.

Kamakaze punch air pressure effect - The in game effect has been adjusted to start at the caster and extend the final area of effect.

Legendary spell absorb the elements base and awakening effects - Fixed an issue with both the true damage and the summons "Ancient Spirits" staying active for longer than intended. They will now last the intended 15 seconds like other effects from the spell.

Channel spirit spell - Buff changes were reworked some in various amounts, resistance increased from 3% to 4%. Now the duration starts at 2.5 minutes and for each point 8 seconds are added to the duration reaching a total of 4.5 minutes.

Absorb fire spirit damage effects - fixed an issue where attacking a monster would force the true damage of the PVE target to the PVP target standing within range resulting in bypassing PVP reductions to damage in some ways.



Bard Balances

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Divine circle - Resistance has been lowered from 50% to 25%. CD has been reduced from 60 seconds to 40.

Holy shield and Divine circle's resistance buffs now "stack" so they don't override each other and may be active at the same time.

Lullaby Stunish effect - Sleep will now not be interupted by the very next hit. Instead it will last for 3 seconds or 1.5 seconds in PVP with the Bard.

Lullaby aggression effect - Damage increased on this effect by 20%.

Buff Party spell - We have combined the various buff spells into 1 Train, Enchant, and Protect party of all levels, will now be just 1 spell. "Buff party" providing a more all in 1 buff. The Quick buttons on the bot have been simplified an d updated to reflect this change.

Buff party 5 - Was added to the awakening spell tree. Adding points will increase the skill and magic level buff, however it will not yield an increase to resistance.

Chain Heal getaway effect - Lowered movement speed from 80% to 25%, increased duration of the effect from 2 seconds to 4 seconds.

Chain Heal fight back effect - Lowered the 20% precision stat bonus to 10%.

Music Strike horrifying sound effect - Description updated to clarify the effect was for 5 seconds not 3.

Music strike - Description was clarified and we added information that awakening it increases final note damage as well.

Sound Explosion - CD increased from 8 - 10 seconds



Rogue Balances

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Clones should not appear in battle list/bot targeting anymore.

Fixed an issue where clones would sometimes interfere in the game world or be attackable.

Removed the forced PVP percent damage on the auto attacks.

Heaven artifact Clone Jutsu: Fixed an issue where the healing was not correct. Now Clone Jutsu will heal you for the same amount as Soothing Darkness when the clone disappears, and take into account scaling things like restoration.

Reduced Base Attack Speed by 10%



Berserker Balances

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Buffed the Berserkers overall damage by 15%

Auto Attack effect Swing - Removed the 50% chance to hit in the U shape. It will now have a 100% chance to do so.

Heavy swing damage increased by around 85%


Precision Slice deep cut effect - no longer cause direct damage, instead, causes heavy bleed, dealing 100% of the original damage per second, along 4 seconds.

Relentless rage blade tornado effect - Area adjusted to be more on top of the center of the caster intstead of in front of the direction faced.

Smash Stronger Smash effect - Extended 3 full rows to the wave.

Smash and various effects animation an dhit was adjusted. Previously it was a wave that would hit some tiles multiple times incorrectly. Now it it hits only once for a much larger total of damage.

Strong spinning blades bloodlust effect - Added 2 extra bleeding rounds dealing the same 37.5% of the origianl damage, the same as other rounds to this effect and updated the description. It now reflects, If the enemy is paralyzed, deal +50% damage. Bleeding caused by this spell will last for 7 seconds instead of 5. Hitting once per second.



Corsair Balances

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Cannon Barrage Injure effect - Reduced the paralyze from 80% to 50%, increased the effects duration from 2 seconds to 4 seconds.

Cannon Barrage cannon ball effect - Updated the description to reflect the proper spell information, Requires a target within a 7 SQMs range. Hits your target with a cannon ball, dealing a high amount of a damage in a 3X3 circle area.

Gauss Barrel shoulder shot effect - Description clarified to reflect,`Disarms the target for 4 seconds. If the target is a player, it will endure for 2 seconds instead.

Gauss Barrel barrel explosion effect - Description updated to reflect accuracy, Explodes in a large 3x3 circular area, dealing damage and making enemies hit burn. The condition will persist for 5 seconds, hitting 50% of spell's damage each second.

Skull Cracker temple hit effect - Description updated to reflect accuracy, Deals damage in an AoE 2x2 circular area around the caster.

Blue Coat summons for Call in the Militia - Reworked what was considered their "auto hit" of them shooting natual bullet like projectiles. This shooting hit is now a custom spell with acustom formula which has its damage calculated from the average value between strength and arcana stats.



Druid Balances

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Bear Form - Resistance lowered from 25% to 10%.

Hell Artifact scaling Increased by 28% so that at level 15 (MAX) it will have a 70% bonus instead of 55%

Heaven Artifact restoration stat scaling Increased by 25%


Removed requirement to be in Merlkin form to cast starfall (it will no longer auto cast it as well upon entering the form)

Starfall damage increased by 40%

Soulrune avalanche effect - Fixed an issue where it was not freezing enemies at all in pvp due to multi hits and the freeze being canceled by being hit. It will now ignore diminished return effects of CCs.

Frozen tundra solidify effect - Fixed an issue where it was not freezing enemies at all in pvp due to multi hits and the freeze being canceled by being hit. It will now ignore diminished return effects of CCs.

Strong azur wave stone cold effect - Fixed an issue where it was not freezing enemies at all in pvp due to multi hits and the freeze being canceled by being hit. It will now ignore diminished return effects of CCs.

Wrath of nature vines effect - Fixed an issue where it was not stunning enemies at all in pvp. It will now ignore diminished return effects of CCs.

Enrooting carniphila effect - Fixed an issue where it was not stunning enemies properly after the time or at all in pvp in some cases. It will now ignore diminished return effects of CCs.

Blooming form respect for life effect - Spell reworked you may now attack while using this effect however your damage will be reduced by 50% and the healing effectiveness has been reduced from 100% to 50% bonus. The description has been updated to reflect, All Your damage is reduced by 50% and Healing spells increased by 50%

Catform - Speed boost reduced from 70% to 35% description updated to clarify details of spell. Transforms the caster into a Cat, increasing speed and HP/MP Regen. Transforming will make you maul enemies in a 3X3 area, dealing damage and making them bleed. It also increases caster speed by 35% of the base speed.



Guardian Balances

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Increased all spell damage by 15%

Soul rune Jeopardize effect - Description clarified to reflect the information more accurately.

Shield wall - Changed to level 1500 pre awakened and protector class specialization specific.

Shield haste - Skill buff increased from 30% to 35%

Auto attack guaranteed effect's Taunt will work properly on bosses and threat meter

Auto attack helping weapon effect - Reduced damage by 25%

Auto attack helping weapon effect - Will now properly reduce in pvp

Ultimate challenege - Damage has been increased by 200%

Shield slam - Damage increased by 65%

Shield bash - Damage increased by 45%

Raise shield Thorns effect - Adjusted the 20% damage reflected to ignore the second round of pvp reduction. It undergoes this when the reflector is originally hit already. This will result in a true 20% damage being reflected at the attacker.

Sunfire missile - Range increased from 4 sqm to 5 sqm and bounce range from targets increased from 3 sqm to 5 sqm.

Sunfire Blind effect - Added a blind shader effect so players will be more immersed into being blind and able to feel the effects of blind to know they under such an effect



Sorcerer Balances

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Arcaneblast Arcane bomb effect - Damage increased from around 20% to 30%

Healing from silver, gold, and adorned healing emblem on Sorcerer's has been increased by 15%

Auto attack Avalanche effect - Has been reworked and is now called Arcane Staff. For each hit recovers 2% of your total mana. Investing points increases the amount that is healed each time.

Destruction guarnteed awakening effect - Description updated to clarify it burns for 10 hits total occuring every 0.5 seconds.

Destruction afterburn effect - Burn condition damage increased by 10% and deals 20 rounds of burning damage 1 round occurs every 0.5 seconds.

Hellscore Intense fire effect - Description cleaned up to be more intuitive.

Fire shield guaranteed effect and the Fire Projectile effect - Fixed an issue where Damage was not scaling and increased damage by 50%



Samurai Balances

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Added a 2nd Qi charge to the class and icon in the client to display this second charge

Dragon blade Dragon's protection - Increased duration of buff from 3 seconds to 5 seconds

Last stand - Description updated to reflect spell effects clearly, While the samurai remains unmoved, he will receive +10% Resistance, +10% Damage and heals 3% of your maximum health per second for 10 seconds. Qi: taunts creatures around in a 3x3 circular area.

Tiger blade base effect - reworked and adjusted to work closer to it's original intent. Description updated to reflect, Makes next attacks guarantee critical for the next 3 seconds. Effects will only be triggered on auto attacks. Qi: causes bleed. This means it will increase all Samurai attacks by adding a guaranteed critical hit for 3 seconds, however it will only proc the effects such as hell artifact and awakening effects fury and quickness on the next auto attack done after it is casted.

Venom blade description - Updated to reflect the spell effect more clearly, Makes next attack slow enemy by 50% for 2 seconds and deal 125% base attack as DoT every second for 5 rounds. Qi: causes double slow duration and double DoT damage.

Venom blade poisonous spread effect - Updated to reflect the spell effect more clearly, Has a 20% chance to spread the poison to enemies within a 2 tiles range. In case Qi charge is spent, it will have 100% chance of triggering this effect.

Venomed Wakasashi - Updated to reflect the spell effect more clearly, Quick additional attack, causes 40% slow for 2.5 seconds and a 40% of base attack DoT every second for 5 rounds. Qi: 2 quick additional attacks, causes 100% stronger slow which also endures twice as long, 50% more DOT damage.

Venomed Wakasashi poisonous explosion effect - Updated to reflect the spell effect more clearly, The target explodes, dealing the same amount of damage to enemies nearby in a 3X3 circular area and applying a skill based poison DoT that hits every second for 5 rounds. Spending Qi charges makes the poison to deal twice as much damage.

Venomed Wakasashi Poisonous blade effect - Updated to reflect the spell effect more clearly, If the target is already poisoned, adds 2 extra hits on the spell base attack.

Venomed Wakasashi No Cure effect - Target unable to heal for 1 second increased to 1.5 seconds.

Yaten blade Qi Description - Updated to reflect the spell effect more clearly, Makes your next attack deal a large amount of damage. Qi: deals +50% damage.

Yaten blade intimidate effect - Updated to reflect the spell effect more clearly, Stuns the target for 2 seconds. Crowd control effect will have its duration cut by half against other players.

Auto attack Katana of wisdom effect - Increased activate chance from 10% to 20%

Auto attack Long Katana effect - Increased activate chance from 10% to 25%



Gunslinger Balances

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Auto attack guaranteed effect - Damage boost reduced from 5% per point to 2% per point on bosses.

Phantom expertise Cheaper by the Dozen effect - Increased the chance to make a clone from 25% to 50% if you already have a clone active.

Disengage Knockback effect - Now pushes the enemy 1 sqm away and you 1 sqm away. Enemies affected will receive a 1 second stun, against players it will be 0.5 seconds.

Disengage spell / effects - Increased damage by 40%

 
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May 13th - 8:00am Pacific Time, 11:00am Eastern Time, 12:00pm Brazilian Time, 17:00 CET

Dracona & Ildar Worlds Merging to Create Archlight Legacy

As many of you already know, this next season the two worlds Dracona & Ildar will be merging! We cannot wait to see the merging of the two oldschool communities, the new guilds, rivalries, and conflicts! Which server's community dominate in the merge?

Legacy's server location will be on a high powered machine in US-East. With this location, you will find very minimal lag if playing from EUW and South America alike.

It has been nearly 6 months since the last Archlight Season, as this season we felt the need to rework some major systems in Archlight that have been limiting on the design side, overly complicated, or simply needed a fresh look after nearly 7 years of Archlight. We are excited to share with you all the changes, additions and revamps coming to Archlight Legacy!

The Legacy Website will open next week with character creation!

Strap in, this is a big new season post...




Stat System Revamp

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Awakening Stats Points cap have been lowered from 75 to 50.

Stat Stones will now only yield 1 point, regardless of the current amount invested.

Removed the possibility of spending Large Stat Stones before 80 points invested and Ancient Stat Stones before 120 points invested.

Primary Stats will scale the damage from spells, according to the vocation. Check out the following list (note that this list may change up until the balancement patch):

Archer: Dexterity

Bard: Intelligence

Berserker: Strength

Corsair: Strength

Death Knight: Strength

Druid: Intelligence

Guardian: Strength

Gunslinger: Dexterity

Monk: Dexterity

Necromancer: Intelligence

Rogue: Dexterity

Samurai: Dexterity

Sorcerer: Intelligence

Tamer: Dexterity



Stat Categories

Primary Stats

Dexterity


- Critical Chance and Attack Speed for Melee/Range vocations and Critical Chance and Cooldown Reduction for Mage vocations.

Strength

Maximum Health and Physical Damage.

Intelligence

Maximum Mana and Magical Damage.



Secondary Stats

Runemastery


Increases runes efficiency (includes Soul Rune).

Restoration

Increases healing received.

Focus

Increases Critical Damage.



Tertiary Stats

Prosperity


Increases chance to find a Monster Essence.

Luck

Increases chance in loot drops.

Fortune

Increases amount of gold dropped by creatures.



Supreme Stats

- Players will be able to choose one stat to be the Supreme from each Stat Category. Setting a stat as Supreme allow you to add Awakening Points past the 50 cap.

- They have no cap, but after 50 awakening points invested, every 20 awakening points invested, an extra Awakening Point will be required in order to add an Awakening Stat Point.



New Exotic Rarity

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Damage System Revamp

Internal formulas has always been a headache to the development team and a limiting factor when it comes to transparency on damage calculation. The fact that spells used to have no set base spell damage made balancement harder than it already is. We couldn't accurately compare values because each spell scaled differently with levels, skills and other miscellaneous (weapon attack, upgrades, etc). We tried different alternatives to workaround this, but it'd only pile up overtime.

We put a lot of work into making things easy to be seen, to be changed and to be calculated. With the old system, having a damage calculator was impossible, because each spell had it's own formula, with different weight for each thing.



Changes

Armor (ARM) from equipments has been removed.

It didn't do anything besides adding power, which will now be added by the equipment's tier and protection.

Skills have been removed.

Distance, Melee and Magic Level no longer exist. They have been replaced by Attack Power.

As mentioned earlier, skills scaled different spells differently, making it impossible to forsee and project balancement around it. Attack Power scales every spell of every vocation by the same amount, making the process of balancement and calculation incomparably easier.

Players will start with a Base Attack Power of 100.

Skill Boost Potions have been replaced for Attack Power Boost Potions.

Removed Attack Power Boost Potions from Archlight Tokens NPC.

Every 10 Attack Power Boost Potions used, an extra one will be required to yield the Attack Power Bonus. The same applies to the Strong version of it.

Weapon Damage has also been revamped. Weapons no longer have Weapon Attack on them, since one weapon is used by multiple vocations, we had to workaround this problem to balance auto attack. With the following change, we can balance exactly each vocation's auto attack, regardless of the weapon.

Weapons will be the piece of equipment which will yield the most amount of Attack Power. With this, a weapon is as valueble for an auto attack vocation as for a spell casting vocation.

Every weapon tier gives the same exact amount of Attack Power. That is, a Prismatic Staff has the same amount of Attack Power than a Prismatic Dagger, and so on.

The auto attack damage is defined by your Vocation Weapon Damage (which can be seen at the Character Window, Combat category) added by 0.25 times the Weapon's Upgrade Level. The result then goes through the Attack Power formula, which is multiplied by the Weapon's Tier. This results in the Base Weapon Damage, that calculated by Stats, Gems, Enchantments, Enhancements and other miscellaneous additional multiplier, results in the Average Weapon Damage.

The Weapon's Tier play a great part in the auto attack damage now. This means that players will feel the damage progression in between weapons a lot heavier now. Here's the current weapons tiers:

Tier 1: Prismatic

Tier 2: Voodoo and Heroes

Tier 3: Rift & Sharptooth

Tier 4: Darksteel

Tier 5: Iceforged

Tier 6: Goldencrafted & Mastercrafted

Tier 7: Reforged Mastercrafted

Tier 8: Forgemaster

Tier 9: Olympus

Every spell damage formula has been converted into a Base Spell Damage. With this, now every spell scale the same way. These values will be posted with the balancement Patch Notes, on May 6th.

Runes and Soul Runes have been added to the Spell Book.

Base Damage and Base Healing have been added to the Spell Book and Awakening Effects window.

The stat that scales each spell has been added to the Spell Book.

Tooltips and additional information about formulas have been added to the game, here are some examples:

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Prestiges

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A system that allows players to sacrifice Awakening Levels and by that gaining bonuses to make their character overall stronger.

Any player will be able to see how many times one has been prestiged.

To sacrifice their Awakening Levels, players must be at least level A. 500.

Players will have an "Awakening Level History", being able to join quests and access places they could before Prestige. Every storage and access granted will be kept.

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Prestiging Reductions

All Awakening Levels

All Awakening Spell Points, not including prestiged spell points.

All Awakening Stats Points, not including prestiged stat points.

Power.



Prestiging Benefits

- The exact benefits are still being tested & balanced. Full information will come on the patch notes of May 6th. Many of them can be seen already though but these amounts are not finalized.

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Cost to Prestige

2000 Archlight Tokens

100kk Gold

200 Archlight Dungeon Medals

50 Awakening Experience Wands.

Every time you prestige, the cost of the next prestige increases by +50% of the base cost.



New Content



New alternate dimensions will be available for the players that hold a rift knife, a powerful tool used to cross between dimensions! Which the Forgotten Islands content will never forget! Moles, Goblins, Pirates... They all have darkness inside their hearts!!! Are you ready?

There is no doubt that darkness can spread among people's heart, but it call also possess items! An artifact can be enhanced by adding darkness to it, unleashing its power to a whole new level.

Added new stats buff potions which can make your stats increase up to 20% on each type, the buff also increases when inside darkness dungeons content.

A new rarity was unlocked, the exotic one, which can hold up to 6 stat buffs simultaneously. As the legends have been told, it is only obtainable on the darkness…



Training Tokens

Training%20tokens.png
Elorias_stock_Where_you_can_spend_your_training_token.png



Party Ping System

The ping system will allow party-mates to better communicate in a dynamic manner.

Players may customize a great deal of settings through the options window, on the top-right buttons.

Party%20ping%20window.png

By default, the middle mouse button triggers it. A simple click is an instant ping, represented by the blue arrow (this effect may not be changed). A simple ping targeted towards a player signalizes it considering the situation; if it’s a party mate (or yourself), it signalizes for protection, if not, it signalizes to be looked out for. Towards a monster or an enemy, it signalizes attack. Towards an NPC, it signalizes interaction.

Players may configure a hotkey for the instant ping and another one for the wheel pings. In this window, users may also disable receiving pings from their party-mates, as well as being able to configure whatever holding time for the wheel menu (even making it instant by selecting 0).

By clicking any of the effects, the user may select to choose a new one for that position or edit the current one.

Party%20ping%20%5BEffects%20window%5D.gif

Being able to configure the hotkey for that ping (discarding the need of selecting it through the window) and altering the signal text that is going to be sent upon pinging.

rip.png

Through the party channel, players may see to which direction the ping has been casted on.

The party leader may change the ping options by accessing the window through the self click menu. This menu allows the party leader to configure who will be able to ping in the party.

Staff members pings are seen by everyone, regardless of being in a party or not. They may not be ignored, not even by disabling party-mate pings in the options,



Item Hover Information

inpsecting%20%5BAfter%20the%20changes%5D%20whatever%20fits.png

Hovering over items will trigger a window to appear, containing information about the item. This window may be disabled on the client options if the player want to opt for the old way (it is enabled by default).

This window provide more information about the item than the current inspection,

Cosmetic information, such as bonus and whether or not the player has it.

Cosmeticinfo2.png

The percentage of each rolled gem.
percentgem.png

Loot and chance of boxes.

lootchance.png

Information about the bonus and level bonus increase on artifacts.

artifactbonus.png

Activation Effects on trinkets.

forgestonetrinket.png

As well as regular information.

celestialarmor.png



Revamped Spellbook

revamped%20%26%20orgnaized%20spellbook.png



Survey System - Be Apart of Changing Archlight

Staff member will be able to dynamically create a survey for a certain period of time, on which every player that is online or logs in while it's active will be able to partake. By voting, the player will receive a Dungeon Charge Token, and every week, any player that has partaken on a survey at any point of the week has a chance of getting 5 Cosmetic Tokens!

New%20in%20Game%20Surveys.png



New Internally Hosted, Designed & Updated Wiki!

new%20wiki.png


Miscellaneous Changes

tooltips%20support%20npcs%202.png

Players will start the game with Prismatic equipment.

Snow Globe is now consumable. It holds the same bonus as the trinket.

Fighter Emblem's mana healing has been doubled.

Updated description of several items and spells to provide better information of percentage/value.

Voodoo and Heroes equipment have been added to Beginner's Mimic.

NPC Vyktor has been added to the Stronghold, being now responsible for specialization swapping and prestige.

Training will now grant 1 Training Token every 30 minutes. Tokens can be exchanged with Eloria, at the Stronghold.

The training progress is saved every minute, this way players don't need to train for 30 minutes straight.

A few items from crates have had its weight removed, to avoid inconvenience upon opening crates at level 20.

Added two new commands where you can see when new drops are coming and what will be dropped in the next one. The system shows for each of the merged accounts individually and calculates the total for you.

The commands are !drops and !nextdrop

OBS: The merged legacy accounts will receive the same amount of points, heirloom points and promotion tokens they used to give, but now you don't need to worry on logging into multiple accounts anymore.

Spell Damage from Inferno Gems will no longer scale the damage of Soul Runes.

Added creature animations, a system that enable monsters to animate during fights turning mechanics from ordinary to extraordinary ones!

Improved response from Underlings and other summons that runs against a target.

Forgemaster weapons will now be required for starting the Olympus weapons quest.

Improved custom meters implementation to work fine with even for out-of-screen creatures.

tooltips%20support%20npcs.png
 
unknown_1.png

May 13th - 8:00am Pacific Time, 11:00am Eastern Time, 12:00pm Brazilian Time, 17:00 CET

Dracona & Ildar Worlds Merging to Create Archlight Legacy

As many of you already know, this next season the two worlds Dracona & Ildar will be merging! We cannot wait to see the merging of the two oldschool communities, the new guilds, rivalries, and conflicts! Which server's community dominate in the merge?

Legacy's server location will be on a high powered machine in US-East. With this location, you will find very minimal lag if playing from EUW and South America alike.

It has been nearly 6 months since the last Archlight Season, as this season we felt the need to rework some major systems in Archlight that have been limiting on the design side, overly complicated, or simply needed a fresh look after nearly 7 years of Archlight. We are excited to share with you all the changes, additions and revamps coming to Archlight Legacy!

The Legacy Website will open next week with character creation!

Strap in, this is a big new season post...




Stat System Revamp

1_unfinished_stats.png

Awakening Stats Points cap have been lowered from 75 to 50.

Stat Stones will now only yield 1 point, regardless of the current amount invested.

Removed the possibility of spending Large Stat Stones before 80 points invested and Ancient Stat Stones before 120 points invested.

Primary Stats will scale the damage from spells, according to the vocation. Check out the following list (note that this list may change up until the balancement patch):

Archer: Dexterity

Bard: Intelligence

Berserker: Strength

Corsair: Strength

Death Knight: Strength

Druid: Intelligence

Guardian: Strength

Gunslinger: Dexterity

Monk: Dexterity

Necromancer: Intelligence

Rogue: Dexterity

Samurai: Dexterity

Sorcerer: Intelligence

Tamer: Dexterity



Stat Categories

Primary Stats

Dexterity


- Critical Chance and Attack Speed for Melee/Range vocations and Critical Chance and Cooldown Reduction for Mage vocations.

Strength

Maximum Health and Physical Damage.

Intelligence

Maximum Mana and Magical Damage.



Secondary Stats

Runemastery


Increases runes efficiency (includes Soul Rune).

Restoration

Increases healing received.

Focus

Increases Critical Damage.



Tertiary Stats

Prosperity


Increases chance to find a Monster Essence.

Luck

Increases chance in loot drops.

Fortune

Increases amount of gold dropped by creatures.



Supreme Stats

- Players will be able to choose one stat to be the Supreme from each Stat Category. Setting a stat as Supreme allow you to add Awakening Points past the 50 cap.

- They have no cap, but after 50 awakening points invested, every 20 awakening points invested, an extra Awakening Point will be required in order to add an Awakening Stat Point.



New Exotic Rarity

Exotic%20Rarity%20%5Bforged%20repolishing%20oil%20item%5D.png



Damage System Revamp

Internal formulas has always been a headache to the development team and a limiting factor when it comes to transparency on damage calculation. The fact that spells used to have no set base spell damage made balancement harder than it already is. We couldn't accurately compare values because each spell scaled differently with levels, skills and other miscellaneous (weapon attack, upgrades, etc). We tried different alternatives to workaround this, but it'd only pile up overtime.

We put a lot of work into making things easy to be seen, to be changed and to be calculated. With the old system, having a damage calculator was impossible, because each spell had it's own formula, with different weight for each thing.



Changes

Armor (ARM) from equipments has been removed.

It didn't do anything besides adding power, which will now be added by the equipment's tier and protection.

Skills have been removed.

Distance, Melee and Magic Level no longer exist. They have been replaced by Attack Power.

As mentioned earlier, skills scaled different spells differently, making it impossible to forsee and project balancement around it. Attack Power scales every spell of every vocation by the same amount, making the process of balancement and calculation incomparably easier.

Players will start with a Base Attack Power of 100.

Skill Boost Potions have been replaced for Attack Power Boost Potions.

Removed Attack Power Boost Potions from Archlight Tokens NPC.

Every 10 Attack Power Boost Potions used, an extra one will be required to yield the Attack Power Bonus. The same applies to the Strong version of it.

Weapon Damage has also been revamped. Weapons no longer have Weapon Attack on them, since one weapon is used by multiple vocations, we had to workaround this problem to balance auto attack. With the following change, we can balance exactly each vocation's auto attack, regardless of the weapon.

Weapons will be the piece of equipment which will yield the most amount of Attack Power. With this, a weapon is as valueble for an auto attack vocation as for a spell casting vocation.

Every weapon tier gives the same exact amount of Attack Power. That is, a Prismatic Staff has the same amount of Attack Power than a Prismatic Dagger, and so on.

The auto attack damage is defined by your Vocation Weapon Damage (which can be seen at the Character Window, Combat category) added by 0.25 times the Weapon's Upgrade Level. The result then goes through the Attack Power formula, which is multiplied by the Weapon's Tier. This results in the Base Weapon Damage, that calculated by Stats, Gems, Enchantments, Enhancements and other miscellaneous additional multiplier, results in the Average Weapon Damage.

The Weapon's Tier play a great part in the auto attack damage now. This means that players will feel the damage progression in between weapons a lot heavier now. Here's the current weapons tiers:

Tier 1: Prismatic

Tier 2: Voodoo and Heroes

Tier 3: Rift & Sharptooth

Tier 4: Darksteel

Tier 5: Iceforged

Tier 6: Goldencrafted & Mastercrafted

Tier 7: Reforged Mastercrafted

Tier 8: Forgemaster

Tier 9: Olympus

Every spell damage formula has been converted into a Base Spell Damage. With this, now every spell scale the same way. These values will be posted with the balancement Patch Notes, on May 6th.

Runes and Soul Runes have been added to the Spell Book.

Base Damage and Base Healing have been added to the Spell Book and Awakening Effects window.

The stat that scales each spell has been added to the Spell Book.

Tooltips and additional information about formulas have been added to the game, here are some examples:

l2.png
l4.png
l5.png



Prestiges

Prestige%20system%20%5Bnpcs%20dialogue%5D.png

A system that allows players to sacrifice Awakening Levels and by that gaining bonuses to make their character overall stronger.

Any player will be able to see how many times one has been prestiged.

To sacrifice their Awakening Levels, players must be at least level A. 500.

Players will have an "Awakening Level History", being able to join quests and access places they could before Prestige. Every storage and access granted will be kept.

prestige%20system%20%5Bapplying%20bonus%5D.png

Prestiging Reductions

All Awakening Levels

All Awakening Spell Points, not including prestiged spell points.

All Awakening Stats Points, not including prestiged stat points.

Power.



Prestiging Benefits

- The exact benefits are still being tested & balanced. Full information will come on the patch notes of May 6th. Many of them can be seen already though but these amounts are not finalized.

prestige%20system%20%5Bchoosing%20primary%20bonus%5D.png
prestige%20system%20%5Bchoosing%20secondary%20bonus%5D.png

Cost to Prestige

2000 Archlight Tokens

100kk Gold

200 Archlight Dungeon Medals

50 Awakening Experience Wands.

Every time you prestige, the cost of the next prestige increases by +50% of the base cost.



New Content



New alternate dimensions will be available for the players that hold a rift knife, a powerful tool used to cross between dimensions! Which the Forgotten Islands content will never forget! Moles, Goblins, Pirates... They all have darkness inside their hearts!!! Are you ready?

There is no doubt that darkness can spread among people's heart, but it call also possess items! An artifact can be enhanced by adding darkness to it, unleashing its power to a whole new level.

Added new stats buff potions which can make your stats increase up to 20% on each type, the buff also increases when inside darkness dungeons content.

A new rarity was unlocked, the exotic one, which can hold up to 6 stat buffs simultaneously. As the legends have been told, it is only obtainable on the darkness…



Training Tokens

Training%20tokens.png
Elorias_stock_Where_you_can_spend_your_training_token.png



Party Ping System

The ping system will allow party-mates to better communicate in a dynamic manner.

Players may customize a great deal of settings through the options window, on the top-right buttons.

Party%20ping%20window.png

By default, the middle mouse button triggers it. A simple click is an instant ping, represented by the blue arrow (this effect may not be changed). A simple ping targeted towards a player signalizes it considering the situation; if it’s a party mate (or yourself), it signalizes for protection, if not, it signalizes to be looked out for. Towards a monster or an enemy, it signalizes attack. Towards an NPC, it signalizes interaction.

Players may configure a hotkey for the instant ping and another one for the wheel pings. In this window, users may also disable receiving pings from their party-mates, as well as being able to configure whatever holding time for the wheel menu (even making it instant by selecting 0).

By clicking any of the effects, the user may select to choose a new one for that position or edit the current one.

Party%20ping%20%5BEffects%20window%5D.gif

Being able to configure the hotkey for that ping (discarding the need of selecting it through the window) and altering the signal text that is going to be sent upon pinging.

rip.png

Through the party channel, players may see to which direction the ping has been casted on.

The party leader may change the ping options by accessing the window through the self click menu. This menu allows the party leader to configure who will be able to ping in the party.

Staff members pings are seen by everyone, regardless of being in a party or not. They may not be ignored, not even by disabling party-mate pings in the options,



Item Hover Information

inpsecting%20%5BAfter%20the%20changes%5D%20whatever%20fits.png

Hovering over items will trigger a window to appear, containing information about the item. This window may be disabled on the client options if the player want to opt for the old way (it is enabled by default).

This window provide more information about the item than the current inspection,

Cosmetic information, such as bonus and whether or not the player has it.

Cosmeticinfo2.png

The percentage of each rolled gem.
percentgem.png

Loot and chance of boxes.

lootchance.png

Information about the bonus and level bonus increase on artifacts.

artifactbonus.png

Activation Effects on trinkets.

forgestonetrinket.png

As well as regular information.

celestialarmor.png



Revamped Spellbook

revamped%20%26%20orgnaized%20spellbook.png



Survey System - Be Apart of Changing Archlight

Staff member will be able to dynamically create a survey for a certain period of time, on which every player that is online or logs in while it's active will be able to partake. By voting, the player will receive a Dungeon Charge Token, and every week, any player that has partaken on a survey at any point of the week has a chance of getting 5 Cosmetic Tokens!

New%20in%20Game%20Surveys.png



New Internally Hosted, Designed & Updated Wiki!

new%20wiki.png


Miscellaneous Changes

tooltips%20support%20npcs%202.png

Players will start the game with Prismatic equipment.

Snow Globe is now consumable. It holds the same bonus as the trinket.

Fighter Emblem's mana healing has been doubled.

Updated description of several items and spells to provide better information of percentage/value.

Voodoo and Heroes equipment have been added to Beginner's Mimic.

NPC Vyktor has been added to the Stronghold, being now responsible for specialization swapping and prestige.

Training will now grant 1 Training Token every 30 minutes. Tokens can be exchanged with Eloria, at the Stronghold.

The training progress is saved every minute, this way players don't need to train for 30 minutes straight.

A few items from crates have had its weight removed, to avoid inconvenience upon opening crates at level 20.

Added two new commands where you can see when new drops are coming and what will be dropped in the next one. The system shows for each of the merged accounts individually and calculates the total for you.

The commands are !drops and !nextdrop

OBS: The merged legacy accounts will receive the same amount of points, heirloom points and promotion tokens they used to give, but now you don't need to worry on logging into multiple accounts anymore.

Spell Damage from Inferno Gems will no longer scale the damage of Soul Runes.

Added creature animations, a system that enable monsters to animate during fights turning mechanics from ordinary to extraordinary ones!

Improved response from Underlings and other summons that runs against a target.

Forgemaster weapons will now be required for starting the Olympus weapons quest.

Improved custom meters implementation to work fine with even for out-of-screen creatures.

tooltips%20support%20npcs.png
looks good cant wait !
 
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