Patch Notes - Post Open Beta10 April 2017 (22:57) by Gamemaster Knighter
Patch Notes - Post Open Beta
Essences will no longer spawn in unreachable locations
Platinum Coins, Archlight Tokens, earned from monster essences will no longer have stacking issues
Unclaimed stat points will now give the player a reminder to use them
Experience Essences will now give experience based on your current Experience Rate, so if you are low level the experience essences will not give much more experience.
Characer Creation Open!10 April 2017 (20:43) by Gamemaster Knighter
You can now create your character for Archlight - Age of Dracona!
Releasing April 14th
(10:00am PST/18:00 CET/19:00CEST)
Patch Notes - Age of Dracona08 April 2017 (21:18) by Gamemaster Knighter
Age of Dracona
Upgrade Stones Change:
Upgrade stones are now 5x more expensive to buy from the token shop, however they have a 500% higher success rate. This is to get rid of the repetitive nature, and time wasting of upgrade stone spamming.
Upgrade stones now can get your armor, weapons and wands to +15. Legendary Soil from +16 - +30.
All Equipment now uses a Skill Value Stat. This will appear different when you "look" or equip a piece of equipment based on the vocation you are. Example: If you are a guardian, it would show and give you shielding, if you are a mage, it would give your magic level. Because of this, all sets are now the same for all vocations.
All "PvE" equipment now has a new stat called Monster Essence Find. This stat increases your chance of finding monster essences.
Professions now give a permanent stat boost (this can exceed your stat over the 100 capp)
Stat boost table can be seen here:
Farming = Vitality + Prosperity
Alchemy = Brew Master + Arcane
Jewelcrafting = Haste + Precision
Smelting = Runemastery + Restoration
Smithing = Strength + Focus
20 Skill = +1 Stats in both categories
40 Skill = +2 Stats in both categories
60 Skill = +3 Stats in both categories
70 Skill = +4 Stats in both categories
80 Skill = +5 Stats in both categories
90 Skill = +7 Stats in both categories
100 Skill = +10 Stats in both categories
110 Skill = +15 Stats in both categories
120 Skill = +25 Stats in both categories
Gold earned from Lootcrates, Dungeon boxes, Fishing have all been nerfed by 50%
Lootrate in general nerfed by 50% (this is to balance out the increased gold/loot from monster essences)
All donation sets have become 1 donation set (Prismatic). You can choose which weapon you'd like on using the donation doll.
One mastercraft set now (Golden Set)
3 PvP Sets added ingame (Obtainable from PvP)
6 Crafting Sets added ingame (Obtainable from Crafting)
4 Dungeon Sets added ingame (Obtainable from Dungeons)
4 Monster Sets added ingame (Obtainable from Monster Essences)
Awakened Armors have been removed. The best armor in the game will be Mastercrafted.
Three new stat categories added to Archlight:
Brewmaster - Increases health and mana restored by elixirs.
Luck - Increases your loot rate.
Prosperity - Increases your chance of finding monster essences.
All stat categories now yield 50% less benefit, however stat stones are now 2x easier to obtain.
Reconstructed Spells Table (!spells)
All prestige spells will now be shown in their own subsection on the list. This was something very confusing for new players, looking at a mass amount of spells, most which they cant even use for 1 week down the road.
Many class heals now heal a % of their base health pool. This is to allow better proper scaling of healing for all classes to make it more balanced. The amount of % changes based on the class.
No longer have Lifesteal
Class Heals boosted by 150%
Mass Healing Removed
5 of their party heals removed and replaced with Healing Tune.
This spell will heal everyone around them for a small base amount, but then 5% of their max health and 2% of their max mana every second for 5 seconds. Additionally Songwriting Bards can learn Harped Healing Tune (a stronger version of Healing Tune).
Regeneration Hymn will heal for a small base amount on a single target, but then 3% of their max health and 1% of their max mana every second for 3 seconds.
This will not only make bard slightly more challenging, in terms of having to maintain these regen buffs on multiple players as to not waste it by stacking it, but also allow them to serve a more vital roll in AOE healing to combat the new boss and creature AOE mechanics.
Bard Wave aoe size increased.
Auto Loot Added:
/autoloot - to view all commands, simply add,remove,show,clear from your list. Any item (using their item name!) will be instantly looted if they are on your add loot list!
PvP Honor System Added + PvP Vendor
POI, DHQ and Anni have been turned into high level quests and will yield different rewards on launch.
Events - Minimum Level added to PvP events to limit very low levels joining.
Archlight Tutorial Added (Optional, but yields you free stats and upgrade stone)
Tasks now give 20% as much experience as before, however killing creatures gives 500% more experience.
Prestige Rank 1 Now slightly cheaper than before. Prestige Ranks 2+ remain the same.
Over a dozen spawns revampped/expanded.
PvE - 6 New Dungeons Added in the 1000-2500 Level Range. These dungeons cannot be accessed through the dungeon room, but only by finding the dungeon in respective hunting spawns or through the dungeon finder. (These are not added in the beta)
Raids - All Raids redone to be more interactive, exciting, and teamwork oriented. (These are not added in the beta)
Open Beta08 April 2017 (08:33) by Gamemaster Knighter
Our beta servers will be live tomorrow 12:00pm PST (21:00CEST) for 24 hours. You can use your existing account, simply create a new character. All characters will be wiped after this in preparing for the release in 7 days. Not all new content will be shown in the beta tomorrow.
Age of Dracona - Creature Spot20 March 2017 (23:44) by Gamemaster Knighter
Age of Dracona - Creature Spotlight
Big Game Creatures
All the big game creatures have been revamped with new mechanics and spells! Click the spoiler button for a teaser on some of the new mechanics!
Age of Dracona - Boss Spotligh20 March 2017 (08:17) by Gamemaster Knighter
Age of Dracona - Boss Spotlight
The Forsaken One
As many of you know, the bosses, and many creatures of Archlight are receiving a very large revamp. Not only will they continue and expand upon included mechanics that they already have (such as unique summoning patterns, invincibility when certain creatures are alive, etc) but they will also have powerful/one-hit mechanics that are percentage health based - in other words, even the best players have to keep their heads up on the action! This is a spotlight on the changes made to the Forsaken One and Hardcore Forsaken One.
To go along with her usual healing mechanic, summoning pattern and damage spells, she has also been given 2 new powerful wave spells. One being a flat 3x6 square wave, and the other being a 5 square beam that avoids the middle tile.
These spells have a 2-3 second window for players to avoid them. However, all hardcore bosses, despite sharing similar abilities, have a shorter window for players to avoid their mechanics.
We are very excited about the rejuvenation of all the Archlight bosses, including raid bosses, and the upgrade of many creatures making them more entertaining and exciting to hunt.
Age of Dracona10 March 2017 (06:24) by Gamemaster Knighter
To View the Landing Page Teaser Click Here
Spring Update and New Era
Archlight Online will be releasing a massive spring expansion and new Era on April 14th. This update will rejunvinate and revamp many features on Archlight. Additionally bringing in dozens of new additions to Archlight Online. Archlight has grown every single Era, and we are excited about a massive Spring Update and a new Era! Our game servers will be going down for maintenance on March 31st to allow us to prepare for the new content. Beta Servers will open for Age of Dracona on April 7th 20:00 CET until April 9th 20:00 CET and Player Creation for Age of Dracona will officially open on April 10th at 18:00 CET.
Spring Hits Archlight!
The Archlight City will receive a Spring overhaul and update! Say goodbye to the snow and christmas trees, and hello to Springtime!
100% of Points Purchased Given Back
One crucial thing for Archlight is that through any Era, we ensure that every player knows every dollar they spend in support of our project will never be lost. We are proud that every single dollar donated for since our first launch in August 2015 is still in the account of the player who has purchased those points. And years from now it will remain as so. All bundles are converted to large point packages based on the value of the bundle. Additionally promotion tokens will be compensated based on points donated.
PvP Sets - Giving New + Weak Players an Edge In PvP
3 PvP Sets - The purpose of these sets is to allow newer and weaker players the ability to have a roll in current pvp. Whether they only play a few hours a week, or are brand new to an era, this gear will allow them to atleast have a sense of affect in PvP combat. Top Tier PvE sets will always be the strongest obtainable gear, however the three PvP sets will allow players to earn these pieces to help close the gap between themselves and top tier players until they catch up with proper PvE gear. Despite the first PvP set being very easily obtained through a small quest line, the last PvP set will be rare, valuable, and powerful catchup tool for any player in PvP.
You see Warlord Armor (Arm:16, PvP Power +22%, PvP Resistance +6%). This item will only increase your damage and resistance in PvP.
PvP Ladder reworked to be more competitive, exciting, automated, and more rewarding.
Equipment System Rework - Hello New Sets!
All Armors and Equipment can now be wielded by any vocation. Equipment stats will vary based on the vocation you are when you "look" at them, or wear them. For example a golden armor will give Mages +34 Magic Level, but a Berserker +41 Sword/Axe/Club. The amount of skill depends on the value of that skill respectively (IE Magic is harder to train and gain, thus equipment will give slightly less Magic to a wielder than other skills). Additionally equipment will give more fist as it is an easier skill to gain. This has opened up dozens of armor sets for us, allowing us to make the following...
Stats Changes - Breaking the Gap
Stat categories 50% weaker, however stat stones will be 100% easier to obtain. We we're considering going back to the old max of 60 points per stat category. However we would like to keep the */100 as it feels more clean, so we will be making the benefit from each stat 50% of what they currently are, however also making them 100% easier to obtain. The net result simply means a player with 100 stats vs your 0 or your 80 will have less of an advantage than before. Stat stones will not only drop easier from current sources (dungeons etc) but also there will be additional ways to earn them ingame through our Lore Quests.
Dungeon, Raid, Creature Mechanics - Adding more depth to every piece of content!
All dungeon bosses, raid bosses, and many top end creatures redone with boss 1-hit/massive damage mechanics and some based on % health. Something that we're very excited about this upcoming era is the revamp of dungeon bosses and keeping their fights entertaining. All bosses will now have spells or abilities that will display tiles, and hit those tiles in an assorted timeframe dealing massive % based damage. What this means is even top tier players will have to be proactive during boss fights, and even some of the more valuable creature hunts, to make sure they do not drop like the rest. Some spells may not be flat damage, but instead stun you in place for several seconds, or prevent healing for some time, or deal a large damage over time to you.
Health Changes - Making Boss Mechanics More Fun
Health Gain and Mana Gain on level up increased by 100%. Healing remains the same. The purpose of this is to allow for creating more interesting pvp, boss and quest mechanics. Having a larger health pool but still similar healing will allow for a higher need of healers, buffers, and better consideration of utilizing large CD heals (more will be added for several vocations as well). More AOE hitting bosses, with larger health pools, will also encourage the demand for a global healer like Bards. Abilities like Evocation and Lifesteal have been reduced 50% (to balance out with the increase of health and mana pools).
Druids will now only have a mini-mass res heal. (This will be their only AOE heal). Druids will become more focused on their current DPS + Single target healing, whereas Bards will be given new and powerful AOE heals, and focus on group and global healing/buffing. This will give them a more vital roll in the future boss and creature mechanics. Healers and Tanks will find a much more vital roll in Age of Dracona due to the changes to health pools, mana pools, healing and boss mechanics.
Lifesteal now solely for berserkers, Archers have received two damage mitigation abilities.
Bards now have a larger spray on their wave.
Additionally many improved/master and normal spells are being reworked to fit a better role for each class.
Archlight Lore + Story
Lore added to Archlight, coming with many small side quests and activities to further earn stat points (cummulative, as the farther down the story you get the more stat points you will receive per side quest). The Lore on how Archlight came to be will be posted in 4 sections, one each week until release. The first piece of Lore has been released in the post below this one ;)
A tutorial has been added to Archlight. This is an optional tutorial however it will reward the player with stat points, upgrade stones, gold and experience for completing it. It will only take 5-10 minutes to complete however will teach players many of the fundamentals of Archlight including harvesting, crafting, tasks, dungeons, stats, upgrading and fishing! This tutorial will help alot of new players who find themselves overwhelmed with things to learn. This will help lighten the learning curve to new players and help make Archlight more easily digestable for a new player!
Loot Rework - Making All Money and Loot Worth A Dam!
Lowering of money/item drops, also lowering cost of many things ingame to adjust accordingly. The amount of money in Archlight can be pretty inflated at times. Additionally, looting some rares doesn't feel like anything (boh, crown sets, etc) as theyre so common and money is so easy to get. We will be reworking our looting to drop less money, and less rares, but increasing the value of that money so that it balances out. Essentially what this will result in is loot will be more valuable to players. Many items value from the NPC will also be revalued to be worth more.
Tasks and Experience Changes
Experience from hunting increased, experience from tasks decreased. At high level, after completing several high yield experience tasks, and your dungeons, there is really no purpose to hunting, we want to change that. To accomodate this, we will be lowering the experience yielded from turning in tasks, and instead adding an additional gold reward for completing tasks. Additionally, we will be increasing the experience yielded from creatures by a significant amount. The total experience gained from hunting + turning in task will be similar to how it is now, however you will earn more from the actual hunting itself
New Sets Added For More Content
Creature/Dungeon Boss/Raid Sets - Creature/Boss Farming for endgame gear. Now, endgame sets will have certain pieces that are farmable from top tier creatures and bosses. Bosses at the end of large quests such as Seven Trials etc will also drop very rare and valuable gear including mastercraft equipment. Additionally sets will be added inbetween low tier sets and top tier sets to smoothen the experience so you are more often upgrading your equipment and escalating your power.
Profession Sets + Permanent Buffs
Mining, Fishing, Farming, Blacksmithing, Alchemy, Smelting, Jewelcrafting will now all give you a buff depending on your respective skill. The higher your skill the larger the buff. These buffs can be anything from Health increases, Magic damage increases, Resistance increases etc.
Professions will now also have their own fitting sets that players can earn by mastering their chosen profession.
Furthermore, we will be making dozens of changes to the crafting system currently making it more interactive and exciting.
Additional Changes + Additions!
Events - 2 New CTF Maps added, and 2 New TDM Maps added. These will cycle so each time you join CTF or TDM you will have a new themed map to play on.
Events - Minimum Level added to PvP events to limit very low levels joining.
Prestiging - Prestige 1 cost drastically lowered, prestige 2 slightly lowered, prestige 3+ remains the same.
Upgrading - Amount of upgrade stones needed lowered by 500% (IE chance to upgrade an item from 24-25 before was 2%, now it is 10%) This is to get rid of the repetitive nature, and time wasting of upgrade stone spamming.
Raids - All Raids redone to be more interactive, exciting, and teamwork oriented.
PvE - Over a Dozen spawns expanded/revamped (Dragonlings, Voids, to name a couple)
PvE - 6 New Dungeons Added in the 1000-2500 Level Range.
PvE - 3 New Engagement Quests added (New).