General Information

This guide has not been translated to 한국어 and therefore we show you the English Version.

One Character Per Player During Siege

Players will only be allowed to log in with one character during sieges.

Reasons:

  • Strategies should not rely on multi-character usage.

  • Guilds should optimize their party setups based on members' main classes instead of buffer alts.

  • Multi-character usage often leads to unbalanced numbers, reinforcing already existing disparities.

  • To prevent abuse of the new reward systems tied to participation time and material farming.

We believe this change will increase the importance of organization and team coordination, helping to better balance quality vs. quantity.

 


 

Increased HP for Siege Objects (x3)

The HP of all siege objects (Revival Camps, Catapults, Revival Towers, Gates) will be tripled in the first test.

This aims to:

  • Match object durability to the current damage output of characters.

  • Address the long-standing disadvantage for Defender guilds.
    Many guilds have preferred to attack their own castle using a secondary guild, rather than defend. This undermines the spirit of siege warfare.
    By balancing conditions for both defenders and attackers, we aim to encourage real defense and attack strategies.

 


 

Increased Damage for Catapults

So far, catapults haven't had a meaningful impact, as it was always easier to destroy gates by rushing in with a few players.
We want catapults to play a more decisive role in the destruction of gates.

  • Catapults will deal increased damage.

  • Both Catapults and Camps can be destroyed by the Defender guild and repaired by the Attacker guild's leader.

  • This will create an exciting layer of gameplay centered around object control and counterplay.

 


 

Siege Token System & Guild Merchant NPC

Players participating in sieges will now be rewarded over time.

  • For every 60 seconds spent in the siege zone, registered guild members will earn a special material.

  • This material can be exchanged at the new Guild Merchant NPC.

Initial items planned:

  • Lv2 Elixirs (stronger than current versions – final stats TBD)

  • Useful consumables like Lens Stone+, Compound Potion

  • A fully Exclusive Transmog Set (armor, weapons, pet, mount, wings, cloak) with a unique design, only obtainable from this NPC.

 


 

+500M Gold to Castle Rewards

Some castles provide decent gold rewards, while others fall short and are rarely contested.
To fix this, we will add a flat +500 million gold to the current reward of each castle.

This will:

  • Keep top-tier castles attractive.

  • Make less-contested castles worth fighting for.

 


 

Siegefield Access Limited to Registered Guilds & No Guild Changes During Siege

Only members of the guilds registered for a castle (attacker or defender) will be able to enter the siegefield.
Also, players will not be able to join or leave a guild during the siege.

We are not entirely certain about this change and plan to test it thoroughly before finalizing.
While social dynamics and community-building are essential to MMORPGs, Archlord’s long-standing guild relationships often come with strong rivalries and uneven player distributions.

This system aims to:

  • Prevent one dominant group from easily capturing all castles.

  • Encourage meaningful planning by having guilds commit to one castle, rather than spreading across all.

A critical note:
Since players will only be able to fight at the castle they’re registered for, we want to prevent "fake registrations" from locking out opponents.
While we may not be able to fully automate prevention, any guild caught abusing this system will face severe penalties.