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
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):
Death Knight: Strength
- Critical Chance and Attack Speed for Melee/Range vocations and Critical Chance and Cooldown Reduction for Mage vocations.
Maximum Health and Physical Damage.
Maximum Mana and Magical Damage.
Increases runes efficiency (includes Soul Rune).
Increases healing received.
Increases Critical Damage.
Increases chance to find a Monster Essence.
Increases chance in loot drops.
Increases amount of gold dropped by creatures.
- 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
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.
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:
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.
All Awakening Levels
All Awakening Spell Points, not including prestiged spell points.
All Awakening Stats Points, not including prestiged stat points.
- 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.
Cost to Prestige
2000 Archlight Tokens
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.
After reaching prestige, a fairly good looking witch will charm you into the beauty of the multi-verse, which through a tool you will access! Some surprises might show up on the alternate dimensions, so bear that in mind!
Added new content for solo, greater and sigil dungeons! At the end of each dungeon there will be a place where a rift can be opened using a certain tool sending you to the darkness dimension. Watch out on the other side, the bosses will become way stronger, so pick up your best gear, because your rewards will most certainly be worthy.
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…
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.
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.
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.
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
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.
The percentage of each rolled gem.
Loot and chance of boxes.
Information about the bonus and level bonus increase on artifacts.
Activation Effects on trinkets.
As well as regular information.
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 Internally Hosted, Designed & Updated Wiki!
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.
Class Balances Will Be Announced on May 6th with Character Creation Opening