• 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
It could be your connection. If you live far from the server or overseas it might affect your connection even more. In 99% of the cases its just your connection that fails to send a packet. If for some reason it is the server lagging the staff is already on it fixing it. For the past 2-4 days there has never been a lost packet from server side.

Regarding bots. You know that over 70% of RL tibia is all bots right? Gold sellers having atleast 2 bots on each server. Every banwave there is 10k+ accounts getting banned yet there has been the same amount of players next month. You can't stop botters, and there is nobody out there that will devite all their time in catching botters. Find a trustworthy person that will tp to every single player on the server to catch botters. I will give you my set if you can.

Regarding mcs. They are already working on it.

We will have a large announcement Tuesday, Regarding all of the above stuff. Thanks.

And yea, i kinda lol when people go on every server thread and say OMFG Botters. Thats what tibia is, even people who complain about botters probably use a bot but maybe share a pc and cant afk bot. But our announcement will explain how we plan to deal with the mcs and botters and the future of the server.

Thanks all
 
Beta-Mode, Archlight 2.0 and Archcores Announced.

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We have come a long way since launch.. I can tell you it’s been an insane rollercoaster ride for my team and a good learning experience. I can be honest and say we, especially myself, am far from perfect. However I feel we have learnt a ton over the past 2 months, not only from the game’s community, but the otland community. I can honeslty say every free minute our team has had has been put into this server. That means avoiding anything except unavoidable commitments (work, school) to work on this server, that means sleeping many times few hours a night to stay up and add a new dungeon, or a new system into the game. These we’re all done without even a second thought by us as this server truly means the world to us. We thank the many of you who have played since launch day, through the thick and thin, despite the crazy rollercoaster of a ride it’s been. We have talked to many top/mid levels on the server, and we have come to a conclusion that we will be restarting Archlight Online on October 9th 2015. This will be known as Archlight 2.0.


Why are we deciding to do this?

Archlight Online had a rough start, many systems that were tested in Beta fell apart when put through the stress of 200-400 people. Many things that seemed balanced during beta were exploited and shown how powerful they really were on launch (takes a special group of people to find these things, and they are hella good at finding them ;) – IE Bubbakush~ Crypsix~ Botter III~, I love/hate you guys for how good you are at this). We feel that Archlight needs a fresh start. It needs to be relaunched a much cleaner and smoother server. After asking over 100 players on their opinion on a restart we have come to a conclusion that the vast majority of the player base wants it. Although it was never our plans, we do agree it may be exactly what this server needs.


What does this mean about my current progression?

No, Any player that is 500+ from the current Archlight 1.0 will receive exclusive rewards on the new launch of 2.0. This will be limited to 1 per account. When 2.0 releases please make sure that your account name is the same and your account will receive exclusive rewards for your gameplay.


What to look forward to in Archlight 2.0
(Coming October 9th, 2015) (10.09.15)

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A Set Maximum amount of IP logins to avoid “Token Farming” – This login count will not be 1, as many players like to play a main while training another character, or play with friends at a house, or live with 2-3 others who also play the server. However this will remove the couple players (wont say their names) who we’re logging in 10-15 characters to token farm.

Adding in 25 new chests. These will contain currency, items, and boosters for players to easier get mid/high-tier gear from another source other than Princess Sophia/The King.

Adding in advancement quests. What this will be is a new system to Archlight where players can do a series of advancement quests to get basic (low/mid level) equipment, money, basic addons and boosters. These advancement quests will be in order and take roughly 20-30 minutes each.

A strong balance on all vocations. This is our primary mission and goal for Archlight 2.0. It is crucial to us that we have every vocation as balanced as possible in their respective roles.

No extreme latency/constant kicks on first 5 days of launch like our first launch.

More help for lower level progression (currently confusing for non-veterans)

Re-done dungeon system to avoid players “Jumping” the Rift Lord dungeon and making dungeon’s 100% worth focusing time/energy on.

Re-Done Dungeon room (Currently its cluttered and confusing…) New room will show each dungeon’s boss, possible loot rewards, final reward room rewards (Ie. The backpack you get, the amount of daily chest boxes, etc.)

Re-Done Dungeon Level Requirements, currently the level requirements/recommendations reflect the minimum level a player should have to enter. This doesn’t mean that a group of minimum level players should be able to wreck the dungeon. It means that your team should still be above this minimum level, but for example shooters could possibly get away with not being this recommended level but only the required level. This will be re-done to clearly state that level recommended and required.

All boosters (Including exp and skill potions) require minimum level to access to avoid the abuse which happened to these.

No overload in new player spawns, on our last launch due to the player volume all the new player spawns were jam packed, sometimes 4-5 players attacking a single rotworm.

Balanced system between team hunts/solo exp. As the primary goal of Archlight was to indeed promote team hunting, we wanted to make sure It was still possible for the solo player to exp without falling too much behind. We will be making sure that on Archlight 2.0 both exping sources are viable however ensuring that party exping is still slightly faster to promote team play.

Several new more interactive raids (as opposed to a simple boss that spawns, players kill boss, and get rewards/exp)

2 New Dungeons to make a total of 8 possible dungeons for players to do. Dungeon minimum recommended levels ranging from 80 – 550.

Multiple new additions and revisions to the fishing system to make it slightly more interactive. Including a new fishing “Currency” in which fishers will not loot rares anymore, but instead loot fishing tokens which can be redeemed for rare items of their choosing, also fishing tasks will now be longer and offer a large amount of fishing tokens as reward instead of exp, these will be daily tasks instead of 4 hour tasks. Buyable items with fishing tokens will include but not be limited to, Experience Boost Scrolls, Skill Boost Potions, Upgrader Stones, Ancient Scrolls (for Monks) Scroll of the fighter/magician/protector/ancient (buffs certain stats for 4 hours) and rare house deco items (Only acquired from fishers). We want to make fishing less of a “hey why not fish” and more of a specific profession in the game.

Cleaning up the layout of npc’s currently in the town. As we have added many new systems, and npcs, the depot/town has gotten quite cluttered with npcs. We want to clean this up, IE. Making a special place for the arena system, sort the token npc’s out better and essentially much the important npc’s as close as possible to the player.



Major Notable Fixes
  • Donation weapons damage nerfed (After +13~) Decreased from 126 > 87
  • Dungeons causing crashes on the server (Annoying crashes almost every 2 hours)
  • Insane latency issues first couple days of launch (Not expecting player peaks of 380~) upgraded to stronger dedicated server to remove those issues.
  • Dungeon doors bugging out when 10-15 people used them within 2 seconds after a boss.
  • Dungeon doors many times not working based on damage map
  • Fixed Chat Channels to no longer constantly say "has logged in" "has logged out" "has joined the channel".
  • Bug with bless not always adding blessings (extremely rare chance to happen, took long time to find source of problem)
  • Countless balances to all vocations, unfortunately the balancing we did in our 30 man beta (over 3 weekends) was simply not enough as, when there’s 100’s on new strategies/combo’s get formed that were not discovered in beta. We will continue to strive to balance this as best as possible, this isn’t as simple as doing what <Insert player here> says needs changed. Any balance change we investigate before simply making something stronger/weaker, as many players are biased in favor
  • Added in a better mid-tier gear option for players, making the jump between low tier gear and high tier less far.
  • There are so, so many more, however some I have forgotten throughout the heat of the action

ArchCores
Archcores.com
Release Date: 09.25.15 (18:00 CEST)

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Archcores is our 8.6 pvp-e real map project. We have seen a large group of our community complain about a lack of pvp reasons in Archlight. This is why we created Archcores. More information on Archcores can be found on Archcores.com. Despite being a real map server you will still see many systems there similar to Archlight such as a token system and pvp-e reward system :) This project not only is our pvp centered server, but it will also be our esports server. Here we will have weekly events that will payout not only points but Euro prizes too for showing your dominance.

List of all Patches/Balances/fixes from 08.14.15 > 09.16.15


Balance Patch 09.12.15
Code:
Monsters:

Enraged War Golem Experience: 75,500 > 105,500

Aggresive Armadile: 14,000 > 19,000


Guardian:

Level scaling of divine missiles: from 20% for 40% (more level dependant)

Strong divine missile: Damage over time from 60 > 70

Ultimate divine missile: Damage over time from 80 > 160 Cooldown from 15 seconds > 12 seconds

Retribution damage: Damage lowered by 8.5%


Archer:

All Archer damage spells now scale 30% more by level. This is to correct many level 300 archers hitting as hard as some level 500 ones (As it primarily scaled by only distance skill and weapon) Now will scale more off level. This should buff some of the higher level Archer's low damage.


The Ramparts 2:

Damage of spawn of hell lowered by 37.5% (Now deals high damage, but on par with some 300 quest mobs) Will remain dificult, but doable with correct strategy.

Extra Rewards Added to end.

The mobs in the caves of Ramparts 2 (After spawn of hell's) have been changed.


Balance Patch 09.05.15

Code:
Berserker:

Global Cooldown on almost all attack spells reduced from 2 Seconds to 1.6 Seconds.

Cooldown of exori dropped from 4 seconds > 2 seconds.

Cooldown of exori gran dropped from 8 seconds > 6 seconds.

Cooldown of exori gran thrash rom 12 seconds > 8 seconds.


This will allow the berserker to be exactly what we wanted them to be, sustained dps. Not a huge burst, but sustained heavy damage. This will allow them to use their spells slightly more often maintaining the dps and having a cleaner/less delayed rotation.


Balance Patch 09.03.15
Code:
Mages:

We have buffed the damage of Sudden Death runes by 22.5% and damage of Strong Sudden Death runes by 18.5%

Patch 09.02.15
Code:
4 New Spells Added

Guardian

Retribution - Level 300, Mana 300, Cooldown 10 seconds. This is a powerful spell as a finisher for a guardian. The Guardian hurls his weapon at the target hitting them for full damage and paralyzing the target. In addition targets around the main target are hit for 50% damage. This spells damage is based off level + shield skill.


Archer

Split Shot - Level 125, mana 90, Cooldown 5 seconds. The archer has mastered his accuracy and arsenal of ammo. He fires an arrow at the target which then splits to 3 targets after.


Berserker

Bouncing Weapon - Level 100, Mana 60, Cooldown 6 Seconds. The berserker hurls his weapon hitting a target for a good amount of damage and then bounces to nearby targets.


Monk

Quick Throw - Level 100, Mana 30, Cooldown 3 Seconds. The monk slips out a throwing star from his robe and hurls it at the target. This throwing star bounces to nearby targets dealing damage to all targets.

Balance Patch 09.02.15
Code:
Monk:

Anicent Spirits will now hit 33% harder and heal themselves for 20% more. This amount was too low to make them really worth the punch. Kicks will now now only hit right infront but 2 squares deep. It was too difficult for monks to chase down creatures/be viable in a fast paced pvp fight. New Spell – Prayer – Level 90, 200 mana, 30 second cooldown, heals monk for massive amount. This makes up for their lack of survivability being a melee class not being able to use great health/ultimate health potions.


New spell - Whirlwind Kick - Level 20, 40 mana, 3 second cooldown, kicks all targets around monk for physical + holy damage. This will allow the monk to be better at aoe'ing some targets down.


Enraged War Golems damaged nerfed by 35%

Patch 08.27.15
Code:
Reworking the exp of some tasks, some are currently obviously better than others. We are reworking these to be more even playing field among all tasks.


Adding 4 hour cooldown to all tasks. That means you cannot grind the same task 10x in a day. You will have to do multiple different tasks in a day. However you could still do the same one more than once a day. This will force players to not bot and repeat the same task all day.


Adding in guzzlemaw + hellfire fighter tasks.


Reworking the fishing system somewhat, lowering the required fishing to fish up magic jellyfish.


Fixing an issue caused on login for the Heroic Vocation title. For those of you who do not know, at level 500 you can access a hero’s medal. This medal gives your vocation the Heroic title. This title increases defence, armor and damage by 10%. We will be introducing more Titles in the near future which will each have a different bonus. We had an issue this morning where all players with a promoted vocation, achieved Heroic on login. This will be fixed and those players will lose their Heroic that they did not earn from a Hero’s Medal.

Patch 08.26.15
Code:
Guardian:

Damage of Sunfire + Divine Missile Spells now deal holy damage not fire damage over time.

Damage of Divine Missile, Strong Divine Missile, Ultimate Divine Missile increased by 35%

Sunfire – Damage over time from 40 > 70

Strong Sunfire – Damage over time from 150 > 225

Ultimate Sunfire – Damage over time from 250 > 375


Druid:

Nature Combustion (New)

Frozen Combustion – Damage buffed by 25%


Donation Weapons slightly modified –

Berserker Weapons +8 To weapon skills (which was currently bugged) has been removed. To Counter this…

Berserker Legs +4 Weapon Skills > +6 Weapon Skills

Berserker Necklace +9 Weapon Skills > +13 Weapon Skills

Berserker Helmet +5 Weapon Skills > +7 Weapon Skills


Guardian Weapons +5 To weapon skills (which was currently bugged) has been removed. To Counter this…

All guardian weapons give +7 defence to the wielder. We did this to make the guardian weapons add a larger bonus to their primary roll. Being a tank. Guardian Ring Resist % from 4 > 6% and physical resist from 4 > 8%.


Berserker Lifesteal from (chance of 2-8% lifesteal) to 4-10%.


Sorcerers Eternal Combustion Damage buffed by 25%

Patch 08.25.15
Code:
- Added in 2 massive Dragon Lord spawns, a massive Grim Reaper spawn

- An extension to the Pirate spawn with more corsairs

- A new Guzzlemaw spawn

- Multiple more tasks

- Hellfire Fighter Spawn (Small)

- Apes Spawn

Balance Patch 08.25.15
Code:
Berserker

All berserker damage spells have been slightly reworked. All of their damage spells will now be based off slightly less weapon attack, and more on overall level, and a higher base amount. What this means is that players without donation gear will hit a higher base amount. We feel this is best as it will keep the benefit of donation gear, however allow players without donation gear to have a higher base spell damage making the gap between the two smaller.


Guardian

Ultimate Challenge damage increased by 40%

Ultimate Sunfire Added – Level 250 spell that will deal 2x the damage over time of Strong Sunfire.


We felt the guardian lacked somewhat damage, despite us wanting to keep it as a tanking vocation, and not as much of a solo artist as lets say berserker (as berserker is not as viable as guardian in teams, but more a solo class) this will increase the guardians damage somewhat allowing them to better hunt solo.


Exevo Vort Brex added to sorcerers.

Patch 08.24.15
Code:
The experience gain from tasks has been lowered by 33.33%. It was slightly too high and making solo leveling by far the best option. We want to keep it so that both options are viable.

Patch 08.24.15
Code:
The Silk Trader was added to the server, he resides on the second floor of the depot. He will trade 10 silks for a spool of yarn.


Berserker:

Attack speed raised by 35%

Patch 08.23.15
Code:
Sorcerers, Druids and Bards can now create mana rings with spell - Exevo Ring


Mage/Bard Changes:

Global Cooldown on UE's lowered from 4 seconds to 2 (Same as other spells)

Cooldown of UE's lowered from 20 seconds to 8 seconds.

Sudden Death Runes now deal more damage based on your level. Example - Before a level 300 sorcerer with the exact same ML as a level 100 sorcerer would hit 50 damage harder. Now they would hit 150 damage harder. This is also an overall buff to the SD by 12.5%.

Two new spells Added:

- Evocation: Regens 300 mana a second for 5 seconds (good for when you're taking heavy damage from a pk and magic shielded) - 100+

- Strong Evocation: Regens 500 mana a second for 5 seconds - Only for 350+


Princess Sophia:

You can now buy Rust Removers for 1 token.

Patch 08.18.15
Code:
3 new spawns with quests - Including Enraged Golems - More Dragon Lords - More Frost Dragons


Re-added all of the dungeons. Working 100%


Three rare relics have been added: Egg of the Many, Sword of Archlight, and Burning Heart. Each of these by having in your backpack increase the restoration from your potions by 10%. All 3 = 30% bonus. These can be looted in-game by Haunter of Archlight, Missy, and completing Ramparts Zone 2.


The Rift Lord now drops Upgrader Stones, Enraged War Golems also.


Sophia has had 12 mid and high tier items added to her. She now sells resist and plus skill gear for mid and high level players for tokens.


We wanted sorcerer to be a power to be feared. But still somewhat a glass cannon.

Thus we have changed the power of Living Bomb and Living Energy Bomb.

Now instead of a flat 280 on players. They will scale based off ML. They now deal the damage of a sudden death Rune.

Stacking 2 of these on a player + UE can setup nice killshots.

Patch 08.16.15
Code:
Archer:


Exploding spears damage formula lowered 5%

Mega Exploding spears damage formula lowered 8%

Focused Shot damage formula lowered 17.5%



Mages/Bard:

Sudden Death Rune - Damage formula for ML increased 20%

Hell's Core - Damage formula increased by 15%

Wraith of Nature - Damage formula increased by 15%

Eternal Winter - Damage formula increased by 15%

Rage of the Skies - Damage formula increased by 15%

Sound Explosion - Damage formula increased by 15%

Patch 08.16.15
Code:
Great Mana Potion: Amount healed increased from average 175 to average 325


This should allow mages and bards to be more relevant in bosses and pvp.


Berserker Spells: Slight rework to multiple spells.

Added challenge (Exeta res)


Archer Spells: Focused Aim Reworked to be more of an average damage, less random.

Exploding Spear and Strong exploding spear damage was lowered by 12.5%


Guardian: Added strong sunfire

Added ultimate challenge (exeta gran res)
 
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8.6 Pvp-E server and 10.77 Pv-E server don't generally share the same player base.

But you're already existing playerbase is going to be split because some of them liked the PvP aspect of it. Look at my whole team at the top of the charts, or the fact that you had guild wars and what not.

Plus it's one of the ways you dealt with botters, what am I going to have to do now?
 
Honestly I don't really like this. Mostly because the other server is 8.6 xD

And this means the pvp guys won't play on archlight. Thoose guildhall events was fun
 
But you're already existing playerbase is going to be split because some of them liked the PvP aspect of it. Look at my whole team at the top of the charts, or the fact that you had guild wars and what not.

Plus it's one of the ways you dealt with botters, what am I going to have to do now?

You can still pvp... Nothings been changed about archlights pvp.

Honestly I don't really like this. Mostly because the other server is 8.6 xD

And this means the pvp guys won't play on archlight. Thoose guildhall events was fun

It's just another 8.6 server, it's an rl map and will just include archlight systems, It wont take from the archlight player base. As it is being advertised seperately on otservlist

Both servers will have pvp.. but archcores will be pvp-e.
 
Here's my main question.... I put a decent amount of money into donations on the server. Then after 2 months they are gone? Or do you have a plan for people who donated
 
Here's my main question.... I put a decent amount of money into donations on the server. Then after 2 months they are gone? Or do you have a plan for people who donated

Donators will get their points back of course.. I'm not doing this for any monetary gain. I'm doing this so that Archlights Launch will be the way it was supposed to be
 
Donators will get their points back of course.. I'm not doing this for any monetary gain. I'm doing this so that Archlights Launch will be the way it was supposed to be
It was just a question which I figured I knew the answer already, and trust me I'm totally about the reset and will be playing again once it happens
 
Are you going to do something different with addons. Like vocation based addons. So lets say a sorc with 17 addons will have something different that a monk with 17 addons.
 
Are you going to do something different with addons. Like vocation based addons. So lets say a sorc with 17 addons will have something different that a monk with 17 addons.
On top of this should add a command to check in game what your addon bonuses are, I'm not even sure they were working 100%
 
On top of this should add a command to check in game what your addon bonuses are, I'm not even sure they were working 100%

They are 100% working, there is a 15 min delay from when you achieve the addon and to when globalevents reloads it.

But yes not a bad idea to add a check.
 
not to mention that the addon bonuses are pretty much worthless and getting half of the outfits is donate since there's never any raids
also why the fk would u use globalevents for such a system... LOL

but yes reset is nice good job :)

also tip to @Joshuadaman
if u got otclient you can see how much extra skills/speed u've got so just deequip everything and check how much extra skills and speed u've got
(i just tested this with a char with two full outfits being online for 20mins and it doesn't seem to be working as u said) also ppl on archlight forums says it doesnt work either :D so idk what knighter means with 100% working
 
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If you want to balance your OT i suggest you take a good hard look at your shop and nerf a lot of the items by about half.
 
If you want to balance your OT i suggest you take a good hard look at your shop and nerf a lot of the items by about half.
So umbral slayer should be about 34 atk? Avenger is 50 on rl tibia just saying. Better change umbral slayer for a demonrage sword then...
 
Sir knighter, didn't i run around for 2 weeks ago and said to everyone that you gonna restart the server the 10 october? You denied it and said thats not true. Now i see (and i hope everyone else see's) that your just a money hoe.
 
Sir knighter, didn't i run around for 2 weeks ago and said to everyone that you gonna restart the server the 10 october? You denied it and said thats not true. Now i see (and i hope everyone else see's) that your just a money hoe.
If he gives points back, who cares.

@Sir Knighter Why not add exp gains to end of dungs so you can get something extra? Would make them better incentive to do everyday.
 
We will have a large announcement Tuesday, Regarding all of the above stuff. Thanks.

And yea, i kinda lol when people go on every server thread and say OMFG Botters. Thats what tibia is, even people who complain about botters probably use a bot but maybe share a pc and cant afk bot. But our announcement will explain how we plan to deal with the mcs and botters and the future of the server.

Thanks all

Well the announcement doesn't say anything about botting, so I guess the server will stay bot2win.
 
Sir knighter, didn't i run around for 2 weeks ago and said to everyone that you gonna restart the server the 10 october? You denied it and said thats not true. Now i see (and i hope everyone else see's) that your just a money hoe.
Every player receives every penny of their donation back. I'm not doing this for the money (otherwise I wouldn't be giving points back like most servers dont) I'm doing it for the many reasons mentioned in my post.
 
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